Jump to content

dreadflopp

VIP-Supporter
  • Posts

    1,408
  • Joined

  • Last visited

  • Days Won

    38

Everything posted by dreadflopp

  1. The bashed patch leveled list doesn't overwrite every record. It isn't sure it'll overwrite entries in your combined patch. Check the two screenshots I posted earlier today. Great job!
  2. Haha that questions have been asked many times tried requiem. Liked it but wanted more control and to use the mods I wanted to use. So for me, a little OCD is the answer to why I dont want to use requiem
  3. That is not how it works in vanilla as far as I know. But maybe how SkyRe does it...What patches you need for SkyRe us beyond me. Maybe check in the nexus SkyRe forum too? I think many people would be glad if you get a SkyRe patch up and working. The patch would be in the form of a replacement esp and it would be the original esp that you have edited. If you do it, don't forget to check with SkyRe author before sharing it. If you don't want permissions you'll have to do it like how I did the HLE patch witch then has to be merged with the original.
  4. Just remove delev tag from morrowloot and it won't remove anything from the leveled list and will thus be compatible.Completely agree with garfink though
  5. As I understand it, this method should prevent any mod from adding to the vanilla list but my understanding of the leveled list is limited. Worth a try but all items from SkyRe would be gone. Regarding your question earlier Garfink, about deleting stuff, that is how morrowloots does it. As long as SkyRe doesn't use the leveled list in any other way it should work. If you want to do it this way you should follow morrowloots guidelines (from its nexus page): Completely removes higher level (dwemer+) objects from levelled loot lists, though things like potions and scrolls can still be found.Orcish equipment is carried by, get this, orcs.Elven equipment can be found in various places, though most are carried by Thalmor.Higher level robes are removed, readded to the world as static objectsEdit: If they were craftable before they still will be. It has nothing to do with the leveled list. There is a CCOR patch: https://www.nexusmods.com/skyrim/mods/50343/?
  6. That seems to work. We want some mod to add to the leveled list though. Only one I can think of know is CCOR. I am not sure if there are any more. Not sure if there are any side effect of using this method, but none that I can think of. Maybe start a new thread and ask about this method?
  7. You certainly has played the game a lot more than me and make many valid points. I'll try revenge of the enemies, Nicopad suggested it to me too. As for SkyRe, we looked at it when deciding which perk overhaul to use. I would really like to play with the new weaponry it adds but not without a morrowloot patch. I looked at it and it's beyond me to create one. Nicopad turned to SPERG instead and me to TTR. It would of course be great if a patch was made since many people seems to enjoy SkyRe. Both me and Nicopad uses apocalypse spells and duel. And the other mods will make a fine addition I think. As for resplendent races, what about the thing where you couldn't kill the argonian? As for using ASIS to control difficulty, seems reasonable to me and all the game balancing and testing is of course really helpful. Hopefully the perk bugs will be sorted soon.
  8. Strange. Yes I am using merge plugin 1.65, copy intelligently, deselect renumber formids. I am using this versionhttps://sites.google.com/site/immersivecreatures/hle---sic-edition I think you should ask the creator of immersive weapons (or here) if it is as simple as deleting the whole leveled items list from immersive weapons using TES5Edit.
  9. Haha welcome back! Garfink's been doing a lot of gameplay balancing/testing that are really great. He seems to be able to level up a character to a higher level in a day than I have ever done :) Some of the suggested mods fits in an unleveled skyrim, some don't. What I am thinking is basically keeping the guide as it is but adding a section to describe pros and cons of unleveled encounter zones, add a section for Garfings game balancing and point out which mods fits for unleveled encounter zones and which don't. Higher level enemies is great for leveled encounter zones for example, but not for unleveled. Same goes for endgame NPC overhaul. I don't think I will use Revenge of the enemies as some report it overpowering the enemies and I fear I won't succeed in the game at all. Radiance and extended encounters looks great to me. ASIS looks a little problematic though and I don't think skyrim should be too populated. Random encounters is another mod being tested that adds more encounters.
  10. Correct, they are integrated into CCOR, the esp for jaysus is not even needed. Check SR:LE for more info and for another version to use that has fixes. Checked SkyRe. SkyRe and immersive weapons are the two mods that adds a lot of weapons to the leveled list that are high level, even daedric weapons. Was the ASIS perk bug specific to SkyRe or are SPERG and TTR etc also afflicted?
  11. What you are suggesting works best if deactivating the mod all together in the left panel of MO, but unfortunately it only works in some cases Works when mods are overwritten by bashed patch: https://www.dropbox.com/s/fzgg74pmt30ncad/Screenshot%202014-05-03%2015.21.11.png But not when they are not overwritten: https://www.dropbox.com/s/ydvqarbdskvuimw/Screenshot%202014-05-03%2015.21.22.png
  12. OK Garfink, and others that are testing his mods. Here are som patches and info https://dl.dropboxusercontent.com/u/15909840/Garfinks%20patches.7z The files includes Engame NPC - Netch Leather patch Endgame NPC - Immersive weapons patch Endgame NPC - Netch Leather - Immersive weapons patch (all of the 3 files above must be loaded in that order) High level enemies - ccor patch immersive weapons - ccor patch revenge of the enemies - immersive weapons patch and finally, high level enemies- morrowloot patch, whis is special. This last patch must be merged with the merge script with high level nemies sic edition. 1. Load high level enemies- morrowloot patch.esp after high level enemies - sic.esp in TES5Edit 2. merge the two files. 3. Delete (after a backup) high level enemies - sic.esp 4. Rename the merged file to high level enemies - sic.esp 5. Place it in the original high level enemies mod folder DONE! High level Enemeies has some enemy changes being overwritten by cloaks.esp, but if you use revenege of the enemies it doesn't matter since it overwrites it again. Bonemold expanded adds back bonemold that morrowloot removed and adds new bonemold to the leveled list. BDYEB adds new shields to the leveled list. They are not craftable so not much to do. Contradicts morrowloot imo. If you use it, load it before morrowloot otherwise it also adds back vanilla shields that morrowloot removed from the leveled list. Immersive weapons/unique uniques conflicts since both makes changes to dragonbane, solve with load order which one you want. And lastly, when it comes to immersive weapons, it adds a lot of weapons to the leveled list and to npc's. To much for me to make a patch, sorry. It takes a lot of time since I don't know from the leveled list what the weapons actually is and decisions has to be made for each weapon if it is to be kept in the leveled list. You can load it before morrowloot to make sure it doesn't add any vanilla weapons back at least. I'm guessing it's the same with SkyRe but haven't checked that. The rest of the weapon mods should be fine. Haven't checked Lore Weapon Expansion or SkyRe.
  13. Will check your weapon mods garfink, maybe tomorrow.
  14. The patch might not even be needed, sometimes conflicts is nothing to worry about but I guess only he (or she) knows the answer.
  15. I see, I don't have dance of death in my install. Maybe try movin spinning death before dco instead? DCO have a behaviour/animation (haven't seen it) for when a dragon dies while in the air. This is being overwritten by no spinning death animation. If it can't be resolved by moving no spinning death animation a patch has to be made. Or maybe just not use no spinning death animation.
  16. @garfink Had a "quick" look in TES5Edit. High level enemies needs a patch. To make this you will have to make a replacer .esp but we will probably need permission from the mod author for that. SIC might need patching too but its leveled list is a little more complicated so not sure about that. When installing SIC, don't forget the revenge of the enemies patch Resplendet orc race is being overwritten by endgame npc, they are therefore not compatible. Can be fixed by loading resplendent after endgame npc. Don't know how this affect endgame npc though Northern encounters need patching for realistic nees and diseases, alternate start (if you use it) and consistent older people. It also overwrites entries for falskaar which I am not sure how to resolve so it would be best to ask the author of northern enc. for falskaar compatibility. Move Dragon combat overhaul after No spinning death animation in the load order to resolve an issue I'll make patches another day
  17. @garfink Doesn't sound godd with resplendent racials and argonians. Do you still use radiance? Going to take a look in TES5Edit tonight
  18. @thommaal have you checked in TES5Edit to see if CCOR gets overwritten? I have never used ASIS so i cant help you there. Are you also sure that you haven't changed anything in CCOR's MCM menu? I know there are options for which recipes to show in game.
  19. @garfink how are you going forward with this. Are you doing your own pack or do you want to integrate it into ours? I think that would be really great if you'd like since we both use morrowloot as a base loot deleveler. If you do I'm thinking I change ERSO's deleveling mods to optional (they are now but making it clearer) and add a discussion about what it does and the pros and cons about using an encounter zone deleveler. You could have your own Garfinks Skyrim Rebalanced Project section of the guide and I'll add you as pack creator. Since you use SkyRe we could add it as an optional perk overhaul. If you want to create your own pack that's fine and I'll just recommend using your pack with ours. Have you checked the uncapper file? Since all new spawns will make you level faster I'm thinking that it might need some tweaking too slow down skill progression further?
  20. @garfink I'll start adding mods in a few days and make patches where needed. Great work! Install only the main file of ELFX if you plan to use REGS. OBIS isn't compatible with morrowloot. Nothing more I can think of but haven't tried.
  21. @garfink I will make a patch for hle next week. I will show you how it's done. Making one for OBIS is done in the same way. Only difference is hle has a few records that needs patching. OBIS has a lot of records so you might not be up for it...
  22. I always end up playing rogue type characters or dual wielding light armor warrior types. My experience with the spell-casting system and its flaws are therefore limited. I did some reading though on the different magic overhauls but found that most "fixes" needed was already in TTR skill overhaul. Thats why I decided to settle with that. I do believe that TTR is good for all type of characters. My recommendation of a combo with kryptopyrs mods are based on my personal taste. TTR is inspired by kryptopyr (and other skill mods) so the rogue skills are not that different. TTR buffs/debuffs vanilla where its needed. That said, will read a little more about SkyRE too. I have also thought about switching to iNeeds since it needs much less patching.
  23. I am not at my computer atm but I think I know what your problem is, its just a little hard to describe from memory. Under the mod list, the left one, there is a menu with sorting options. I accidently changed this by hovering over it while scrolling the mouse wheel (I believe that's what happened). This sorted some mods into expandable trees and also hindered mods from being dragged and dropped. Change it back and this â€problem" will be fixed.
  24. @thommaal Thanks will try that. I was actually thinking about https://www.nexusmods.com/skyrim/mods/49373/? With this script you can create this mod in no time by adding a flag to each encounter zone. As simple as that if you figure out how its done (should be simple and I feel a little stupid for not getting it to work...)
  25. There is also a plugin from yash that removes combat boundaries. Yash is in the guide but the no combat boundaries plugin is not compatible with unleveled encounter zones. This can easily be fixed with an automated script which adds the no combat boundaries flag to the unleveled encounter plugin. I haven't succeeded yet though...otherwise this would be in the guide. CJ is the one that told me about this script (and even sent me a "combined" plugin) so I should probably ask him about how to do it.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.