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dreadflopp

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Everything posted by dreadflopp

  1. There are so many items, but I guess it's doable. It would be easiest to play the mod first to know where everything is that you want to remove.
  2. I just finished Moonpath to Elsweyr. It is impressive in many ways but it does have issues with my packs and should have with SRLE Extended too since I use many mods from both SRLE base and Extended (spoilers below): * You get tons of loot, some just lying around to pick up since it doesn't have any owner. This imbalances the economy of the game if that is of any concern. * You'll get a full ebony armor that is enchanted. * You'll get daedric weapons, at least one just lying on a desk without any owner. Bad if you use MLU. * I had to turn off the ENB since everything became too bright. As I use vivid weather + its ENB, it might be fixable by turning off bloom and brightness in bright areas through the vivid weathers MCM. * It has big bad enemies that stands waiting at the cell entrance. This makes it very very hard if you are an archer, or mage I suppose. The mod is still great with new environments, both desert and tropical, and new creatures. I finished it and reloaded my save from before I played it since it felt like cheating with all high level loot. Sent from my Nexus 6P using Tapatalk
  3. Not at home and not sure I'll be able to check today but do they conflict? I'm guessing WAA and MLU conflicts where MLU changes weapons stats and WAA adds keywords. In these instances, WAA should be loaded later to preserve keywords and the bashed patch should add back stats from MLU. MLU and WAA needs proper bash tag forbthisbto happen.
  4. I don't think I know what you mean. The patches I uploaded patches CACO against STEP and my packs.
  5. I have no first hand experience of it, the information comes from Nearox:https://wiki.step-project.com/Pack:Expansion_for_SRLE#Summerset_Isle
  6. I think it has issues with the textures. I believe it contains vanilla textures that shouldn't be there. Placing it first in the install order should solve that.
  7. I do like WAA but it confuses me when I can't see the actual stats of items without equpping them and check active effects. I'm thinking of dropping Jaysus swords due to balance. No conflicts since it's included in CCOR so anyone can keep using if they want. I'm playing a rogue character that fights with daggers and Jaysus has steel daggers that does more damage than elven daggers.
  8. Just a quick update: Worlds Dawn https://www.nexusmods.com/skyrim/mods/73094/? I've been testing this mod. Everything works and is seamless but I've decided to not include it in this pack. It feels odd with having two enchanting systems, one vanilla and one from this mod with augmentation stones. Weapons and armor attributes https://www.nexusmods.com/skyrim/mods/68849/? I was thinking about removing this. I don't like how all the bonuses and penalties are applied with scripts. You have no way of knowing the actual stats of an armor or a weapon before you try it and see if any bonuses or weapons gets applied. My wish is that it would have a patcher that changed the actual stats of the equipment. I decided to keep it and I'm going to try to use the no armor module only to get bonuses if no armor is being used. Wintermyst https://www.nexusmods.com/skyrim/mods/58635/? This will most likely be added to the pack. Vigor https://www.nexusmods.com/skyrim/mods/72180/? This will possibly be added to the pack, I need to test it a little more.
  9. Thanks! I forgot to upload the patches. Very few are updated, some are new and some are renamed. I removed my SRLE Explorers edition support since the pack doesn't seem to move out of beta. I renamed all the patches from SRLE E that I use and put them in the Other patches folder. The remaining patches is in an "old and unsupported folder". Thanks for pointing me to the ELFX patch, totally missed that one. The wheel menu mod is great. It's been brought to my attention a couple of times The author is Kesta who is active here. I didn't start using it until recently and now I can't imagine playing without it. I use f1 as a hotkey to bring it up and get instant access to campfire and immersive horses powers. It works with hunterborn too, if you use that. Edit: I'll upload the new patches once they are up to date with CACO 1.2. Possibly today, probably tomorrow.
  10. Added my personal install to the guide, which became quite huge: https://wiki.step-project.com/User:Dreadflopp/Dreadflopps_Modular_patches#Dreadflopps_install
  11. I like this. Any idea if items that aren't marked as stolen will increase the stolen items count used by the thieves guild requirement mod?
  12. If an armor isn't modified to the body meshes you use, all that happens is that it'll be in vanilla body size. I'm not sure if there can be any other issues but I don't think so, possibly seams if any. Armors aren't placed on the body like in real life, it replaces it. If you use UNPB without UNPB armors, the breast size of the characters will shrink when you put on armors. With UNP, the differences should be less noticeable. I'm not an expert on this and I could have misunderstood how some of this works. If someone else knows better and I'm wrong, please chime in.
  13. I guess you can keep birds and flocks. I barely noticed that it was gone, I had deactivated it when i ran the Dyndolod worlds generator and forgot to activate it again. I'm happy with the combo of True daughters of Skyrim/UNP but I haven't checked for neck seams yet, as some people apparently have reported that there are seam issues with it https://forum.step-project.com/topic/7223-true-daughters-of-skyrim-by-betterbecause-nsfw/?p=115721 I feel like spINI helped me a lot with fps but it might be placebo as I didn't actually check. Whether it helped or not, what it does more than that is worth using anyways. spINI removes everything from the ini's that isn't used by the game and sorts all entries alphabetically. I highly recommend it. Remember to add your mo profile and press press default to reset the ini's before choosing any setting. Most of the UNPB armors have a UNP version too: Lore Friendly and SemiSkimpy Armors - UNPB-BBPI use the ebony and the glass armors from this mod UNP Dawnguard armorsUNP Dragonborn armorsUNP female armorsThe troublemakers armors doesn't have any UNP equivalents to my knowledge. I haven't tried any of these armors in game but I think it will be fine.
  14. I don't know but I would guess so. I switched to UNP because of the breast size of UNPB, UNP looks more realistic imo.
  15. Glad that your game is stable. I downloaded a new enblocal.ini since I realized mine was outdated, checked my vram setting and used Skyrim Project INI (spINI) by DoubleYou to recreate my ini files and my game is more stable than ever. I also removed UNPB and added UNP instead and use True daughters of Skyrim as a texture replacer for females. I am very pleased with the result. BFS are known to cause issues. The STEP guide says so and advices you to use the memory patch, which everybody probably does. I play without the plugin myself, which I do with EBT too. Birds and flocks is getting removed from STEP and I have played without it for long. It can cause issues with certain other mods, SkyTest for example.
  16. Leveled lists are quite easy to edit once you understand how they work, but that applies to most things I guess. There are lists and sublists, once you get that it'll be easier to understand. Most mods with leveled lists add sublists with all the new stuff the mod adds. Those sublists are added as entries in the ordinary vanilla leveled lists. If those entries gets removed from the ordinary leveled lists, the sublists are not used and doesn't need any patching, as you will see in this case.
  17. I decided to try SkyTEST. I haven't gotten so far as to start the game yet but just wanted to share my thoughts on the leveled list. I'm not fully aware of how it looks in the official SRLE Extended bashed patch/leveled lists, but as far as i can tell you aren't patching them? For me, Wrye Bash merged the SkyTEST leveled item list with CACO leveled item list. This means you'll find duplicate items, for example vanilla sabre cat eyes and CACO sabre cat eyes. There are a couple of possible solutions: 1) Deactivate SkyTEST before building the bashed patch 2) Overwrite all conflicting entries in the leveled list with the ones from CACO and add it to the conflict resolution patch. The conflict resolution patch probably needs the delev tag. This is how I do it but my conflict resolution patch already has the delev tag. 3) Overwrite all conflicting entries in the leveled list with the ones from CACO and add it to a new patch with the delev tag, load it after CACO. It will get merged into the bashed patch so no new plugins to worry about. Edit: And a question: I haven't checked your conflict resolution patch, just your conflict resolution guide. There are fixes in the SkyTEST USKP patch that aren't in the guide. According to your instructions the USKP patch isn't needed if you use the conflict resolution patch. Aren't you using those fixes or have you just forgotten to add them to the conflict resolution guide?
  18. Skullcrusher is a weapon added by Morrowloot that had mesh issues which caused the game to ctd. The author of the original Morrowloot provided a patch to fix it. The continuation of Morrowloot by a new author, Morrowloot 4E, reintroduced the bug. I had assumed that ChoclateNoodle fixed it in Morrowloot Ultimate (the original patch still works) but it is possible he/she simply removed the weapon to avoid the bug.
  19. I agree with dropping this. Just as Tech I stopped using it long ago to avoid potential issues and haven't missed it a bit.
  20. I need to get back to you on that, I haven't seen it. Use the SRLE LOOT rules unless I have a rule that is contradicting the SRLE one Use both patches When you remove EBT from STEP you need to use the brawls bugs patch because it was included in EBT, as you assumed. You are doing it right when you are removing the DSI entries from the STEP patch, they are just merging AOS and DSI, again as you assumed. Sorry for the late answer, I wanted to double check before I answered.
  21. You don't need to start a new game, a new game is only required if you update from an earlier version of the mod. Future updates will not require an update a new game. I intend to try this mod myself, I think it looks promising. I love old school rpg's.
  22. To bad, hopefully it'll get updated. I'll add a recommendation to use the non Falskaar & Wyrmstooth version in the Survival pack, it should function as intended. Sent from my Nexus 6P using Tapatalk
  23. Do you have any more information, if so it needs to be addressed (by me) in the Survival pack as well?
  24. I use save game script cleaner to and it's been a great help since I update, add and sometimes remove mods quite a lot. The reported issue was a messed up aim if the mod is uninstalled while in 3rd person. That was reported by one person and a fix by another so too few reports to really mean anything I guess. It could be anything. Sent from my Nexus 6P using Tapatalk
  25. In the SRLE Extended thread several (or more than one, possibly only one..) persons have stated that 3DNPC is script heavy or causes a fps drop. It does for me to but if your pc can handle it you should keep it. Same for Immersive Patrols I guess. I haven't done any real testing confirming this it is just a justified suspicion with strong indicators pointing to 3DNPC. I haven't used the CK myself but looking forward to your mod. I'm guessing the hard part will be to keep it balanced. If you succeed I'm guessing that it has a strong possibility of being popular.
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