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dreadflopp

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Everything posted by dreadflopp

  1. The merge of the TTRSO light armor plugin have worked for me at times but it has caused errors most of the times I have merged it. I'm not sure if it is certain combinations of TTRSO plugins, version of TES5Edit, version of the merge script or merge script settings that is the cause. It might also be a combination of these. To make sure that everything works as it should I decided to not merge the light armor plugin.
  2. Merging the light armor plugin caused errors. It might work with the new stand alone version of the merge script.
  3. This looks awesome. It will definately need some patching. I'll wait awhile to see if we'll see mod authors making patched themeselves.I'm thinking of ordinator especially which will be a little harder to make a patch for since you need to rebalance it.
  4. That sounds great, I'll just have to make sure that the spells from this mod gets empowered from ordinator/ttrso perks like it does from vanilla perks.
  5. It looks good from the description. I won't have time to test this mod in game but I'll check compatibility in tes5 and add it if it looks good. And it seems well made. I rarely use magic in tes games for some reason but I do in other games and I am a fan of elemental magic.
  6. Untick DSR, that should be harmless to my knowledge and is how I did the update.Regarding DyndoLod, use the updating instructions from it's MCM menu: Deactivate it in the MCM, wait for message, go inside, save, uninstall dyndolod (just deactivate it), start skyrim and make a new save. Update IA and reactivate dyndolod.
  7. Try reinstalling tes5edit. Some files may have been overwritten by older versions from automation tools. Try reinstalling the merge script if that doesn't work.
  8. Patch update: MLU updated, which means the extended patch needed to be updated.
  9. I don't know much of this. There is an official patch for PerMa in MLUs in the MLU patches. Try that or ask on MLUs nexus page.
  10. Decided to move HLE to the hardcore section with updated description, moved HLE - Hardcore to optional. Updated patches to reflect this.
  11. No need to do that but you should't use the leveled list files installed with those mods, added that info to the pack
  12. The warmonger patch is done and the optional added to the install instructions. All functionality is intact except the added gloves to vampires since that functionality is already included in clothing and clutter fixes. Warlock gloves isn't included since it complicated the patches due to incompatibility with cloaks.
  13. That's true and I'll probably patch warmonger this way. Thing is, I just trust Immersive armors more. Warmonger might be just as good though, I haven't tried it either. As said, I added it to give patch support since MLU recommends it.
  14. Immersive armors does that if I remember correctly.
  15. I took a look at the leveled list plugin of warmonger. This plugin is much more than a leveled list. It's functions is described on the nexus page of warmonger. This leads me to a question to you who uses warmonger: is the functionality of the leveled list something that is desired. I have two options when I patch this: 1) I remove everything except the leveled list which means that everything from the two main plugin files will be distributed in the leveled lists 2) I patch the leveled list file with WAF and USKP and leave all functionality in it. This means new looks for warlock/necromancer robes based on the level of the warlock/necromancer (might be a little strange?) and the same for vampires.These new armors/robes will also be distributed and craftable. It also means that warmonger equipment will replace some outfits and weapons on certain vanilla npc:s.
  16. Thanks for clarifying. I'll have to run the script myself so I know how it works. Good to save a plugin slot too.
  17. I totally missed that leveled list plugin of warmonger but I'm pretty sure it is not needed since a leveled list for warmonger is included in the MLU patch for it. But I'll double check tomorrow. My MLU patches are sorted towards the end but it depends of what mods/packs you are using. Make sure you use the three LOOT rules for the merged MLU patches if you are using any of those mods and you are good to go: * Load MLU patches merged.esp after Ordinator - Perks of Skyrim.esp* Load MLU patches merged.esp after OBIS.esp* Load MLU patches merged.esp after OBISDB.esp I'm not sure what you mean by your last question? You mean you created the "bashed patch patch" and then merged it with the bashed patch when rebuilding the bashed patch? I know that Wrye asks if you should do that but I haven't actually tried it since Wrye has problems with those records. I'll check tomorrow if that works, if it's what you mean.
  18. After some more analyzing of leveled list and NPCs stats: OBIS: Bandit cap at level 60. Bandits are deadlier and will be a threat much longer than in vanilla but they won't be a threat when the dragonborn reaches higher levels, which makes sense. The vanilla bandit level cap makes more sense (~30) but that wouldn't be any fun.Skyrim Immersive Creatures: Many creatures scale a little higher than vanilla. Many new creatures that scale up to level 100. Some big creatures that have no level cap.High Level Enemies: Many NPCs/creatures scale a little or much higher than vanilla. Many NPCs/creatures with no level cap. This includes bandits, thalmor, foresworn and falmer and many more. The game will be challenging at higher levels but realism will suffer greatly. The dragonborn won't be as mighty as she/he should be.Keeping High level enemies means I need to fix it. Level 60 mudcrabs and skeevers is absurd imo. All the enemies without a level cap will be a problem, as described above. But, I have never reached level 60 or above. All the high level testing was done my people previously helping me with my packs. I'm thinking Skyrim Immersive Creatures will be enough to make the game challenging at the really high levels (60+). With SIC only many creatures scale to level 100 and some are without any cap at all (centurions for example).
  19. Thanks, I added it to the pack!
  20. Thanks!!I noticed that and have fixed it by hand in a patch that I have uploaded called bashed patch patch. This patch can't be used without checking and editing it yourself in TES5Edit. Your method is oc much better. Do you mind if I copy/paste it into the guide?
  21. There shouldn't be any issues. It's always a good thing to go inside and save before uninstalling imo. And force a cell reset with SIC afterwards. I'll compare HLE with SIC and OBIS a little more before deciding if I'll remove it or fix it.
  22. Yes the SIC edition. This edition combines the leveled lists of SIC and HLE which means you'll get both SIC and HLE versions of many creatures.
  23. I have been spending some time staring at High level enemies in TES5Edit since it has got some negative critique at it's nexus page. I'm will most likely remove it from the pack. It does some things that I do not agree with, like adding high level skeevers and mudcrabs. Other things aren't needed since Skyrim Immersive Creatures and OBIS does the same or similar things. What is left it does good but it is mostly raising the highest level of encounters with 10 levels. Since SIC and OBIS adds so many high level encounters the bad of the mod (imo) outweighs the good (that is unique for HLE).
  24. I didn't include upgrading instructions to IA, just this: "Read the article with install/updating instructions for Immersive Armors on Morrowloot Ultimates nexus page.". As for mod versions, I have thought about but and I may do that. I always update the patches though (which most of the time aren't needed). Adding mod version numbers means I need more time updating the pack pages. But, as you pointed out, most mods aren't updated frequently.
  25. I'm finished adding CCOR support to the mods. The patches are untested but they should work. It was nothing that was hard to patch, it was very straight forward so it is safe to use the patches even though they are untested. I use the 1h version of Lost Longswords for now. It was a little too time consuming to patch the 1h+2h merged version. There are other things fixed too, check the changelog and make sure you read the immersive armors updating instructions :)
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