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dreadflopp

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Everything posted by dreadflopp

  1. Alex9ndre said in his Nexus page that the next Vigor version will have more conservative settings to make it work with Wildcat. That was a few days ago, maybe he decided it wasn't needed. I'm getting really eager to getting back to playing Skyrim but my game was getting really unstable. I need a new PC first...
  2. Well that's probably what i used [emoji1] manually removing Breezehome from ELFX saves you a plugin slot though. Regarding Vigor and Wildcat, Alex9ndre (author of Vigor) is using Wildcat and Vigor together and it works mostly well. They will work more seamless together in the future in the upcoming updates of Vigor. I will probably keep both mods, adding Wildcat and removing Combat Evolved (and possibly Animal Tweaks).
  3. It is annoying, I'll think about it some more. Right now I'm leaning against not including SkyTEST. I'll check Animal Tweaks against Wildcat in xEdit, I'm guessing there are conflicts and I'll make a decision on what to do with Animal Tweaks. It's exciting that Skyrim gets a Special Edition and I hope SKSE and the community moves to the new version. If the SKSE team doesn't update it to the Special Edition someone else probably will if you ask me. Breezehome by Lupus should win since ELFX is made for vanilla Breezehome. But, even if you let Breezehome by Lupus win, some changes by ELFX will still remain since they aren't overwritten and this may lead to flickering lights or other lighting oddities. I think you should forward all vanilla records for Breezehome that are altered by ELFX to a new plugin (your patch) and then forward all Breezehome by Lupus to this patch. The patch should revert Breezehome to vanilla+Breezehome by Lupus. Another way to do it is deleting all Breezehome entries from ELFX. I can't remember what I did but I don't seem to have a patch...
  4. I have followed it. I used the old SkyTEST and dropped it in favour of Animal Tweaks since Animal tweaks was a simpler mod that made animal encounters more dangerous. Using it with SkyTEST was possible but, even with the patches, much that Animal Tweaks did was overwritten by SkyTEST and the difficulty of the encounters was lowered. Animal Tweaks also worked great with Combat Evolved since they were made by the same author and they shared many records. My patches for the two mods are actually identical. I am not playing Skyrim atm so I'm not able to test Wildcat. I planning to build a new Nvidia 1080/Skylake pc in a few months, possibly october. I'm playing other games (fallout 4, Witcher 2) for now. When my new pc ( https://pcpartpicker.com/list/xxCCyf ) is bought and assembled we will probably know what'll happen with STEP and the special edition of Skyrim. That said, I'll keep the packs updated and I will add Wildcat and remove Vigor based on descriptions and reviews. With this change I'll also remove Combat Evolved and with that gone I'm leaning towards removing Animal Tweaks too. I did like SkyTESTfor the most part. I didn't like that animals fear fire, it seems silly to me that they do that in the world of Skyrim where each and every commoner and tree creature/whisp/monster casts/breathes fire spells. You would think that the animals in Skyrim would be a little more tough than animals in our world. I'm not sure animals in our world would be scared of a torch either for that matter. I also was a little annoyed by the fact that animals that you fight runs away when they have the odds against them and they are injured. It is realistic but the game mechanics still thinks you're in a fight and you are therefore not permitted to wait/sleep and other things that aren't allowed when you are in a fight. I might still add, especially it if someone convinces me. Finally, I'm not using the extra spawns option from ASIS. With that I can understand that it is a little too much with Animal Tweaks.
  5. My packs are up to date, including the Survival pack. SRLE Extended is up to date and in constant development. Sent from my Nexus 6P using Tapatalk
  6. City mods are, as you stated, not very compatible with ICAIO. That's why the STEP installer provides versions of the STEP patch for users not using ICAIO (or are using the lite version). It is automatically installed if you do not have ICAIO installed.
  7. I've done that mistake myself and it took awhile to figure it out the first time it happened. If you scroll the mod list withe your mouse wheel and accidentally hover the mouse over that menu you change its settings. Sent from my Nexus 6P using Tapatalk
  8. Under the modlist is a menus where you have chosen to sort the mods by nexus IDs. Change that.
  9. I added the RWT because a merged version of Farmhouse Chimneys had Alternate Start as a master. This moved Farmhouse Chimneys after Alternate Start and RWT. I could have added a rule to place RWT after Farmhouse Chimneys but since RWT should overwrite all other mods that alters the same cell records. Conflict resolution is then only needed for a few of them. I added a priority rule instead of a normal sorting rule to make sure it was sorted late and to avoid having to add more rules in the future.
  10. Glad it's solved, Alternativ Start was recently updated and the patches was too. Using an older version of AS was most likely the problem. Sent from my Nexus 6P using Tapatalk
  11. It is strange that xEdit reports errors cause it doesn't for me and I see nothing wrong in your screenshots. What this patch do in this record is merging the changes that GDO does to the vanilla record with the changes that alternate start does. The conditions doesn't seem to match between AS and my patch because the vanilla condition that is removed in GDO is removed from the AS conditions in my patch. They are therefore not aligned, which xEdit reports as conflicts: https://www.dropbox.com/s/5eve3gxnbtam576/hB1IqL8.jpg?dl=0 Why you get an error is beyond me. I tried replicating it and I downloaded my own patches and still couldn't.
  12. First, you doesn't seem to use CCO Compatibility Patch for WAF True Weapons which i an optional file from the Complete Crafting Overhaul Remade nexus page. You should use that. This will solve some problems. The other problems is that your weapon/jewelry mods are sorted before CCOR (and CCO Compatibility Patch for WAF True Weapons). Since CCOR has the delev tag, which it should have, it removes the weapons added by your weapon/jewelry mods. Use LOOT to sort them after CCOR and CCO Compatibility Patch for WAF True Weapons. The last thing you need to do is removing the bash tags from Immersive Wepons/Immersive Jewelry. All new stuff will be added from them anyway since there isn't any mod sorted after them that alters the same record and that has the delev tag. Since you removed the relev/delev tags from them, everything that WAF, CCOR and CCO Compatibility Patch for WAF True Weapons adds/removes will still be carried over to the bashed patch.
  13. Could you provide some additional information? Which version of Wrye Bash do you use? What are the bash tags for all plugins that edits this record? A screenshot of the record from Tes5Edit/xEdit? Sent from my Nexus 6P using Tapatalk
  14. I'm looking for a mod that only shows the weapon enchantment animations when they are wielded. Some effects are too intrusive, like the blue inferno effect some bows have (I'm using Animated Weapon Enchants from STEP Extended). I want the effect to be turned off when the bow is placed on the back or a weapon is sheated. Any one have any ideas?
  15. It contains just one record in the Worldspace that was altered by dawnguard and also included in the STEP patch and in USLEEP. Some mods reverts this record to vanilla. Adding it to the merged patch ensures that the record is updated as it should.
  16. Short answer: possibly, but you shouldn't. The patches from the packs are merged using the patches from the modular folder. The included txt file tells you which plugins are included in the merge. It would be easier and better to just use the patches from the modular folder. This ensures that all plugins that alters the same record are sorted in the correct order before the merge. The resulting merged plugin contains everything from the pack patch that you use as well as all other patch plugins that you may need. Also, if nothing has changed, Merge Plugins doesn't allow you to include plugins that are merged in a new merge.
  17. I removed the line {{#css:User:Dreadflopp/MMO.css}} my guides, but it still seems to be applied. Browser is refreshed of course. I'm probably missing something that should be obvious. As you can see I'm not that good with CSS etc, I'm learning what I need to learn to make the guide look how I want using google. I guess I'll have to learn how to do that then :)
  18. Small update to the pack: * Added Faction crossbows
  19. Some updates to the back: * Added Vigor * Added Animal Tweaks * Added Kill the Orchestra * Removed Backup Movement Speed Reduction * Removed Smarter combat music * Evaluated Bring your silver. Decided to not use it. I didn't like some of the weapons and some weapons were made of rare materials, which is something I don't like. If you want to use it, I have made patches for it that are shared with my modular patches. * Evaluated SkyTEST. Decided against it for now. It might be added later but probably not.
  20. I see, that'll make the pack pages more cohesive I guess. I'll remove my CSS extension then.
  21. OK, I guess it is not that big of a deal, thanks for your answer.
  22. No, you shouldn't. This is only needed if you use MLU. You can't use the pre-made patch either, you need to use my modular patches. A very late (2 months...) answer, but I missed your question since it was an edit. No if you use the merged patch, use only that.
  23. They do: The two FOMOD instructions from my two examples are exactly the same. The only difference is that one is from my pack page and the other one isn't.
  24. I have been adding the FOMOD template to my packs pages, following these instructions: https://wiki.step-project.com/Template:FOMOD_Instructions The resulting FOMOD instructions aren't collapsable when added to a wiki page that uses the pack template. Example here: https://wiki.step-project.com/Pack:Skyrim_Gameplay_Rebalance#Kill_the_Orchestra When the are added to a standard user wiki page, they work as intended and are collapsable. Example here: https://wiki.step-project.com/User:Dreadflopp/dovak#Kill_the_Orchestra_example Is there any way to fix this?
  25. I'll check my saves to see if I have the cell id's of the problematic cells. I need to finish up some patching first. I'll pm you today or tomorrow about a faction crossbows patch you might be interested in.
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