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dreadflopp

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Everything posted by dreadflopp

  1. It is safe to merge. Only the first main file of lore weapons expansion is supported. The others are conflict free if you are lucky. It is easily checked in TES5Edit if you have some experience with it.
  2. Then no, it looks like you are fine with the SR:LE install of BoS No, just tried it again. They all merge without errors. Do not merge the .esm though. That probably causes errors.
  3. Yes No before. See my answer above. Garfink might disagree, if so I'll change it.
  4. I did not merge those records simply because I don't know what would happen if I do. Since RotE is loaded after HLE the NPC's from RotE will be used. I did not find it wise to forward records from HLE into RotE since I didn't know what would happen. Sorry I suck at this, but I forgot what BoS stands for :) the whole mods name please. Garfink uses weapons and armor fixes complete plus and has a patch for it on his nexus page. I haven't checked for conflicts yet but it should be safe. I will switch to +complete version and add it to the guide. From what I've read on the forums it might make it into the next STEP version too. HLE before RotE seems to make more sense to me since you'd want RotE NPC's over HLE NPC's, but Garfink is the expert on those mods. Either way should work without bugs. Since both mods changes the same thing load order determines which mods NPC's you want to use.
  5. When I'm finished with patch documentation it will be more compatible and possible to use with a custom STEP set up. The STEP mods you need to use are weapon and armor fixes, clothing and clutter fixes. The rest of the essential mods are masters to the patches. So just check the patches in mo. As for unpacking BSA's, no idea. I used to but don't anymore. I only unpack if files inside the BSA needs editing/optimizing.
  6. Thanks, a couple of weeks from finishing I think. I have to go through all patches again. When I do that I will document exactly what I'm patching which means the pack will be compatible with both step core and extended. SR:LE should be compatible but I'm not checking compatibility against it. The weather pack should be compatible, I have cot installed. I check compatibility against REGS and make patches. So REGS and extended guaranteed, SR:LE/weather probably. When I'm finished with the patches we are adding some mods that Garfink is already playing with. After that we can remove the WIP tag but some mods may still be added. We have no major conflicts or bug causing conflicts in the pack, I think. It's mostly USKP forwarding and documentation left to do.
  7. CCOR is in the pack, WAF is in STEP and CCF is in the pre-install. So all are essential.
  8. Fixed. As for your previous question, always untick renumber formids unless you know what you are doing.
  9. Load you hunger early. The only thing that happens is that REGS adds back food. If you want to make a you hunger version of REGS, TES5 should work if you kmow what you are doing (that is, no food you disable is needed by any NPC added by REGS). Fixed Adding and fixing.
  10. Either way should work. I'd recommend not installing the merged version since it will be one less conflict to worry about. Adding it to the guide.
  11. Garfink did suggest this for the pack. From reading the description I'd say it seems a little too much. I havent tried it. What ruled against it though was conflicts with falskaar that we didn't know what to do with.
  12. I think you are using the one from our shared folder. It definitely needs fixing. The one in the shared folder is exactly the same as what you get doing the merge from the guide. Cabal is not answering the permission request so can't post it. Don't know how much time we'll need to wait until we can post it without permission. Will check if he is mia.
  13. This is from here https://forums.nexusmods.com/index.php?/topic/1124159-enchanting-awakened/page-40&do=findComment&comment=9599110 I will soon look into all mods again, look through all patches and make new ones if needed. This might be solved then. After that we will add some final (?) mods to the guide (yield, dodge, traps are dangerous, Smarter Combat Music, Realistic Humanoid Movement Speed, Realistic Room Rentals basic (already recommended under you hunger), Better Fast Travel
  14. Dpending waht you use, merge erso mods (not erso 29), merge ttr mods that are not masters to patches, merge all our patches (as stated in the guide), merge regs patches and ETaC patches, if the are used. Patches are generally the best stuff to merge. Mod organizer tells you to deactivate some mods that are not needed since the bsa/loose files are loaded anyway. Some mods are merged into the bashed patch. The merge script nexus page has safe mergable mods.
  15. Just a copy error, deleted from guide
  16. This patch is used to create a new amidianborn content addon with high level loot removed. Will post a replacement plugin if I get permission from Cabal. You have the replacement Garfink. As for the question, always uncheck renumber formids.
  17. @phryxolydian you seem to have solved the problems with SPERG and the number of perks. I do not use it, Nicopad uses SPERG. The default game multiplier for perks is 1, which gives you 1 perk/level. Default SPERG is 0.5, which gives you a perk every 2nd level. 0.625 is a trade off for when mixing SPERG with other mods that doesn't have automatic perks, like kryptopyrs. I have never switched perk overhaul midgame but fixing it with SkyTweak seemed to work? The reason of SkillExpGainMults and PCLevelSkillExpMults is to balance skills and really slow down leveling as it is way too fast in fast in vanilla. You might disagree though and if you do lower these numbers or download the devil edition of better leveling. Raising skills to a too high level is not really recommended since it might have negative impact on the game balance. What too high is I don't know since I never reaches that high levels, Garfink might have some insights on that.
  18. That is probably a typo but my brain is mosh at the moment and I can't seem to find Garfinks instructions so he has to clear it up. You do not need the SKSE folder of SPERG. That folder just contains a community uncapper ini file. I reccomend using the one reccomended inthe guide instead, from better leveling.
  19. Of course you can place the mod early in the load order but you will lose your mods functionality. For me your mod is overwritten by consistent older people, endgame npcs, bring out your dead, better fast travel, immersive weapons, Expanded town and cities, morrowloot, cutting room floor, warmonger, interesting npcs, revenge of the enemies and clothing clutter and fixes. Some of the mods has only a few conflicts but all in all there are over 200 instances of your mod being overwritten. BOYD and consistent older people has by far the largest number of conflicts.
  20. Sorry, I'm having a few crazy days at real life work. After that I'll look into it.
  21. I will go through all patches soon, and when I do that I will also make it compatible with core. Will take a while though. Edit: Didn't see Garfinks post. When I go through the patches I will document exactly which mods they patch, making it easier to use the guide with core.
  22. I love Zelda :) I tried your mod (in TES5) and would like to have it in the guide, it was just too many conflicts. Will check again which mods conflicted, maybe something you would like to make patches for? I'm thinking you might have a script to make a patch more quickly than me doing it manually?
  23. Haha should have known that a few days ago :) Major guide update: * Overhauled the mod layout by ripping of REGS and SkyRe * Added Aurora doomstones * fixed iNeed instructions * fixed Morrowloot Support for Immersive Weapons SkyRe and Other Mods instructions in the equipment section * fixed warmonger instruction * some skyre section fixes and removed skyre wip tag * added Encumbering loot armour and weapons * modified instructions for Reduced Gold Rewards for Quests * Changed instruction for community uncapper and skytweak.
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