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dreadflopp

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Everything posted by dreadflopp

  1. I'm following it as well as SRLE and it is an excellent pack. I use some mods from it that aren't in my packs. All of my packs except the Morrowloot mod are pretty much redundant if you use SRLE Extended. I don't think you can use my Morrowloot patches and expect all conflicts to be solved but they are a good start if you are ready to do a little work yourself in xEdit
  2. Thanks. Yes it's tedious indeed. This update took me maybe 12 hours to complete but I went through all conflicting records with the use of mod groups, that made the job a lot easier and allowed me to be this thorough. The pre-merged pack patches will be updated, but maybe not today.
  3. Thanks, did not know that. I'll remove the rule again since some items went missing from the lvl list with it.
  4. * 16-03-18 Lots of patches updated Updated a lot of patches. Double checked lots of patches. Double checked with SRLE + SRLE Extended that has lots of mods in common with my packs to see how they solved some conflicts. Added some fixes by Neovalen from his conflict resolution page. Removed some patches that weren't needed anymore. Made sure patches were up to date with ELFX 3.0+. Added a txt file among the patches that explains how to make Relighting Skyrim or ELFX compatible with mods that modifies cells/worldspace, like Realistic Room Rental, Breezehome mods, Nightingale Hall mods, College of Winterhold mods. Thats it. :)
  5. Added instruction to use bash tag delev on Hunterborn_CACO_patch.esp.
  6. You can still use the patch. I dropped it because I don't use Vilja myself (didn't like the accent, a little silly but it may be cause I'm Swedish and she has a Swedish accent). Vilja have many conflicts compared to other follower mods. That weighed in on my decision. The conflicts were in Cell or Worldspace (if you know your way around xEdit) and those conflicts are quite tedious to resolve since there are many mods that touch those records like RW2, ELE, ICAIO, quest mods etc. The conflicts in Vilja aren't hard to solve I just didn't want to keep a conflicting mod that I don't use myself and provide conflict resolution for it.
  7. Sorry I looked for a read me on the Nexus page, not in the actual download. As you state in the read me, a new game is required and I guess I'll start a new one again. (never getting past lvl 2 :) ). The reason I asked is that I'm testing mods for my packs and have had Hunterborn installed previously. I deactivated it in the mcm and made a clean save. I was hoping I could add it back. A user of one of my packs asked how to best combine Hunterborn with Immersive Creatures and that is what I'm going to figure out next. I'm also excited for the new version of Hunterborn. Thanks for your work.
  8. I read a few days ago, when the Hunterborn - CACO patch was provided by Krypto, that you had to start a new game for the Hunterborn - CACO patch to work as intended. That was for the previous Hunterborn version. Is this still valid?
  9. I updated my patches and added Neos OBIS fix that you mentioned.
  10. Small update: Hunterborn - Campfire patch removed. Use the official Hunterborn patch instead.
  11. Is it in a new game? If it's not, open the console, select the npc and type resetinventory. If it is, I'll check to see what could be the cause of this. It haven't had naked npc's except when I update/add mods on an existing save. In this case, it is solved by resetting the npc's inventory.
  12. Haha thanks Bivo, happy that people appreciate the packs. I have added Spectraverse - Only After Dragon Rising to the pack.
  13. Thanks for your kind words. I didn't know about the optional plugin actually. I'll check it for conflicts tomorrow and add it to the guide. I agree that it is better if the questline starts after the Dragon Rising quest. Thanks for letting me know of it.
  14. Instructions here: https://wiki.step-project.com/User:Dreadflopp/Dreadflopps_Modular_patches#Script_lag
  15. I experienced skill menu lag the other day for the first time. I hadn't installed any new mods, just updated old ones. I also had a weird bug where the game ctd'd when I tried to save. Deactivating ordinator and its patches finally let me save the game and clean it using the save game tool. Ordinator features scripts that recovers perks when installing it mid game. After letting these run for awhile after cleaning the save my lag was gone. Haven't tested long enough to see if the lag is gone forever or if it was temporary. Might be worth investigating.
  16. I updatrd the ordinator patch (STEPCore__Ordinator.esp, STEPExt__Ordinator.esp, SRLE__Ordinator.esp) and added patches to the other mods folder.
  17. I read a few pages at once so my comments might be a little late. Breezehome by lupus might be a replacer for breezehome fully upgradable. I have it installed but haven't actually tried it yet. I saw you were experiencing script lag. I had this problem too. What killed my game was 3DNPC and/or inconsequential NPCs, possibly together with ICAIOs new version since these 2 mods worked fine for me before. (This post was much longer until Tapatalk decided to crash. Hopefully my thoughts/reflections got through anyway)
  18. Load the Vivid Weathers - AOS patch after the STEP patch instead. My patch isn't needed if you do that.
  19. Thanks for your nice words and glad it's working out! The weather and lighting pack isn't up to date afaik. I would recommend Vivid Weather as you suggested. It replaces CoT as it features replacements for all weathers included in CoT. It also features an excellent ENB with an MCM menu where you can set the interior/night brightness/darkness of the ENB. It solves the conflicts with AOS by itself and has 1 conflict with the STEP patch for which I have made a patch. I just need to check thas it works with the latest version of Vivid Weathers. You'll find it in a few hours in my modular patches in the SR:LE section. It will work with STEP:Core, STEP:Extended or SR:LE. You won't need any other weather mods, if you don't want to use True Storms when Vivid Weathers becomes compatible with it. There are no conflicts between STEP and True Storms that won't be solved by Vivid Weathers (I'm guessing here...). To sum it up: Use STEP Core or Extended. Add the packs you need. Add the modular patches you need and include the SRLE__Vivid Weathers patch in the merge.
  20. Thanks for this, I'm excited to try it. One question, shouldn't these records be merged in the AOS patch: https://www.dropbox.com/s/nxttvcumm41mt1t/Sk%C3%A4rmklipp%202016-03-06%2022.06.07.png?dl=0
  21. A minor annoyance since there aren't that many brawls, to my knowledge. I've only encountered one. It is still an annoyance though. I'm having a hard time choosing between the two mods.
  22. Took awhile for me to answer. Started Dyndolod script before going to bed and windows thought that was a good time to update and restart the computer. Started it again before going to work but my gf thought something was wrong with the pc when small black windows started to pop up and restarted the it... Just rebuilt the Dyndolod plugin and this time it actually finished without any frozen command window. From what I remember, the last rows have always been something like Dyndolod finished without any errors. What would it say if something wouldn't be right?
  23. Just curious, what made you choose disparity races over imperious?
  24. I was feeling bad for taking so long to answer but you seem to have figured it out yourself. I don't think you need to remake any previous merges. I'm no expert with Merge Mods but since MO can't use 64-bit applications, I don't think the Papyrus Compiler was needed in any of your previous merges. If it was, I'm thinking you should have gotten that error message.
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