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dreadflopp

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Everything posted by dreadflopp

  1. The unique uniques - MLU patch should overwrite the ordinary unique unique patch, just like you have done. I noticed that you are using two mature skin patches. You should only use one but in this case it doesn't matter since #6 completely overwrites #3. Glad you appreciate the packs, thanks!
  2. You need to add all patches for a certain mod unless it is stated that you shouldn't, like this:
  3. I use it but I wouldn't call it mandatory. It is rewarding though and great fun when you find those rare ebony/daedric items. I recommend it but it isn't for everyone. Read the nexus page for Morrowloot Ultimate and decide if you like it or not. Without mods like scarcity and the mcm settings for trade and barter, you will very soon be so rich that money is of no concern. You will eventually even if you use those mods, it'll just take longer. If you want them depends on what you want from the game. Edit: You can use scarcity without the rest of the pack, just follow the instructions to update the bashed patch
  4. Your recap is correct, that should do it. If you followed the SRLE guide you have installed ELFX, ELE and a custom version of Relighting Skyrim. That's it. You don't have to do anything else. Do not use my patches for Relighting Skyrim, you don't need them with this version of Relighting Skyrim . There should only be one invisible eyes fix, the one used in the STEP guide. If there are two in my guide it is a typo, I'll fix it. When you install the STEP compilation you only need the patch, I should add that to the guide. If you can't install it, a plugin is missing. I'll check that but I don't think I'll be able to today. Check the first post here: https://forum.step-project.com/topic/9370-step-compilation/ There you'll find what mods are needed for the STEP patch to be installed. If I have missed anything, let me know. I'll check in a day or two. Edit: It might be Weapons and armor fixes that's the problem. SRLE and STEP uses different options for this mod that results in different plugins being used. If that is the case and no other plugins are missing, choose manual install and install the STEP patch anyway.
  5. You need to install it. The reason is that you are going to use the STEP Extended patch combined with my patches instead of the SRLE conflict resolution patch. The mods you need to add are all masters to the STEP Extended patch and without them the game will CTD before the main menu. The mods you should remove are all integrated into the STEP patch and are therefore not needed. The main reason for me to make the patches this way, with the STEP Extended patch instead of the SRLE conflict resolution patch, is time. By doing it this way I can use the same patches for both STEP and SRLE and I won't have to switch between SRLE and STEP when I'm making the patches.
  6. It should be pretty straigtforward. You have a readme that explains what the abbreviations stands for: In the Skyrim Revisited Legendary Edition patch folder, you'll see the following patches. SRLE is just a prefix for me and you to know which patch it is so it doesn't get mixed up with STEP: Core/Extended patches. I highlighted the patches you should use and added notes. I'm guessing here since I do not know excatly that mods you are using but if you have installed the recommended versions of the two packs, it should be correct. Green: Install this patch since you are using the mod it patches Yellow: Install this patch if you use the mod it patches (the mod is optional in the pack) Red: Do not install the patch since you do not use the mod it patches
  7. Added a little more info to the guide: To do this, simply delete Weapons & Armor_TrueWeaponsLvlLists.esp that was installed with Weapons and armor fixes
  8. Strange, I didn't know that. I'll double check to see if I get any errors with it.
  9. The standalone doesn't merge plugins that have been merged so don't merge in smaller groups. The next version of the standalone will have a plugin handler which will solve your problem. For now, create a new profile in MO that is a copy over your current one and deactivate mods that isn't masters to the patches. This way you'll get under the 255 plugin count limit. Hearthfire Extended doesn't give me any error. Exactly what error do you get? You can use the TES5Edit merge script too if you want: https://wiki.step-project.com/User:Dreadflopp/Merging_Plugins_With_TES5Edit
  10. Since you install more than 1 pack you need to use the modular patches. Download Dreadflopps modular patches (I just renamed them, I seemed to have forgotten that). There are short install instructions inside and more detailed instructions in the guide. You need to use all relevant plugins from 1. Patches for Dreadflopps packs + Survival by Smile44\Skyim Revisited Legendary Edition 1. Install Dreadflopps modular patches.7z in MO 2. Right click 1. Patches for Dreadflopps packs + Survival by Smile44\Skyim Revisited Legendary Edition and set it as data folder 3. Hide all plugins that you do not need. 4. Activate the mod, all plugins should be sorted in alphabetical order automatically 5. Merge the plugins following the instructions in the guide (just like you did in the SR:LE guide) Don't be afraid to ask more questions if you need too. No I haven't. I have read the description and while it's probably good, it overhauled the combat too much to my taste. Since I use so many other mods that changes stats if felt like using vigor on top of that was like asking for trouble. I may be completely wrong and it might just as well work perfectly fine with all of my packs.
  11. Yes I use the class system from disparity.
  12. I used to use the speedfix from TTRSO when i used that. Since I dropped TTRSO and added ordinator I have been using the speedfix from disparity. I didn't know Better vampires had a speedfix but I haven't had any problems, so far. I'm still at level 2. I'm feeling quite pleased with just combat evolved. What I like best from WAA is the bonuses from not using armor. The speed increase feels right and I like playing without armor. Ultimate combat combined with FNIS 6+ leads to missing animations if I have understood it correctly. Duel made my game to easy since enemies got stuck in stagger locks. I haven't tried Deadly Combat in a long time but it has a small bug that messes up some statistics on how many spells you have cast, or something like that. It won't be fixed since the author isn't working on the mod anymore. A combat mod by Enai sounds interesting.
  13. I did quite a big update to the layout of the patches, I have renamed them to make installation easier and to bring some consistency to the install process. * I skipped the numbers; all plugins for all packs/setups/installs are sorted in alphabetical order. * Core/Extended/SRLE patches are sorted in their own folders, making it easier to sort out plugins that you don't need. * Made several fixes to the leveled lists - I wasn't always happy with the official MLU patches. The official patches are still needed, my patches can be thought of as addons to those * I'm ditching the Modular Morrowloot Overhaul pack page and the SRLE_E subguide since it's just confusing to new users * I made a new page with all these instructions but a lot easier to follow (I hope): https://wiki.step-project.com/User:Dreadflopp/Dreadflopps_Modular_patches I'm guessing I should ask a moderator to rename this thread to Dreadflopps modular patches and use it to discuss the modular patches and using the different packs with each other (as we do).
  14. So maybe there isn't any issue with attack speed after all. I haven't encountered this myself and I'm not using vigor. If there is a problem with attack speed I'd say we go with ServantOfSin's suggestion to use the Mfg Console to troubleshoot. I've had this to. I thought it was either a animation bug or serious lag, either script or input lag. It doesn't happen often for me so it's really hard to debug.
  15. The attack speed bug is explained pretty good in the description of this mod:https://www.nexusmods.com/skyrim/mods/28456/?
  16. I'll need to investigate this. I'll finish the updates to the patches today with new fancy install instructions and new names that makes everything super easy. Have any of you found anything on the nexus pages of vigor/waa regarding the attack speed?
  17. This actually contradicts what Alex9ndre states on the Weapon and Armor Attributes nexus page: Disparity shouldn't need the attack speed fix from WAA. I'm not sure what he means by the RotE note. Is it needed if you use the Disparity attack speed fix? The unintended issue he mentions, is it a bug in RotE that he fixes?
  18. The problem was the bashed tags for the MLU patches merged.esp. Add relev and everything looks good. This won't fix bandits that have already spawned unfortunately.
  19. Thanks for the feedback. Since Merge plugins standalone has been updated the merging process should be much easier. The patches uploaded by me for the packs has been edited by hand. I think patch 400 has been edited out since STEP was updated. 610 shouldn't be in there. I'm remaking the install process to make it easier and renaming the patches. I'll probably finish this tomorrow and remerge the pre-merged patches. Combat Evolved should be after RotE. A LOOT rule wasn't needed for me i think but the modular nature of the packs makes these things a little unpredictable. I'll add a rule for it.
  20. Thanks for investigating it, I haven't had time the last couple of days to check this. I'll have som free time tomorrow to do this and I'll check my merge to see whats wrong with it.
  21. You should also try without the MLU patches, I'm thinking it might be the OBIS patch.
  22. You're merge process is fine. I won't have any time today to test but I'd try disabling my patches and the weapon mods and see what happens. I'd also check bathing in skyrim but I don't think it's causing this.
  23. Thanks. I have actually noticed a bandit without weapons myself. I'll investigate this too. Since it's bandits I'm thinking its a conflict with OBIS and possibly a weapons mod. Which weapons mods do you use?
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