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dreadflopp

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Everything posted by dreadflopp

  1. Well to be fair, I read your guide wrong and thought you had HD Lod textures overwriting Majestic Moutains, which you don't...
  2. Hi Lexy, I noticed you have the lods from Majestic Mountains completely overwritten by the lods from HD Lods texture. I searched and saw you discussed it a few months back. Aren't they redundant?
  3. An update is coming but it will take some weeks still, I'm currently redoing my Skyrim install. Chesko will likely update his mods with SKSE support soon and Kryptopyr hopefully updates her mods soon too. Kryptopys mods (waf & ccr) edits a lot of existing records. This means that the patches will need a big update when those are released.
  4. Thanks. It might take a little while longer. I’ll start working with it next week but, Kryptopyr will be releasing her mods soon, probably February, and Chesko has stated that he will add official SKSE support to his mods soon. When Kryptos mods are added and Cheskos mods are updated it’ll be highly recommended to start a new game and I might wait until that to post the update.
  5. It Will be updated, unfortunately I won’t have time to do it atm. My best guess is 1-3 weeks.
  6. I agree with baronaatista, open cities are cool but not worth it imo. I think it works well but mods need to be made compatible since it's basically a new town. ICAIO do have a patch, so it's compatible. I'm using ETaC but it's just one village atm. Regarding mods that lets npc's follow you through zones/doors etc, I don't know if I have said that it can cause issues. But I think it probably can if you have an enemy following you to where it shouldn't. What if an npc is waiting somewhere in a dungeon where there should be no enemies, waiting to interrupt you to talk, taking the quest to the next stage and there is suddenly enemies following you there. It'll possibly work just fine but might in the worst case scenario break the quest.
  7. White phial replacer: no idea :) You can double click the innstaller in Wrye Bash to quickly unzip and check the installer. I usually don't do that, most mods work ok and you can (most of the times) se if files/folders are missing from the sub-packages esp/m filter sections. There are cases where manually checking the file structure is nescessary though.
  8. It looks good, my current game (haven't actually started playing it) looks similar. I'm just finished with my LOTD patches and load order (phew...). I see you have unique uniques. I don't think it's compatible with the SE version of LOTD?
  9. == Changelog == ===== November 12. 2017 ===== * Added the option to use the Creation Club Survival mod instead of Frostfall and iNeed (Wilderness pack) * Updated the patches and the installer
  10. This has never happened to me. I am most of the times to lazy to create bookmarks and resorts to google to navigate to the STEP page that I want, even if it is my own wiki/forum pages. Maybe google prevents some phishing sites from showing up? I don't use duckduckgo. I've had viruses on my pc before that has caused the behaviour you describe, but it sounds like you should know if you had one?
  11. == Changelog == ===== November 11. 2017 ===== * Added LOOT rules * Added/removed bash tags from High Level Enemies * Added bash tags for Trade and Barter Lite * Added note for Lethal Traps * Updated patches * Updated list of required mods in the patch install wizard
  12. No special rules. Place them after Tech's list in any order.
  13. It's for SSE only. You may backport it if you want.
  14. Sorry, I forgot to answer... Yes I saw it. I only took a quick glance but too me Simply Bigger Trees with HQ Bark looks better. Update * Replaced ''Smilodon'' with ''Wildcat'' * Added ''OBIS'' to ''Children of the Sky'' * Added a patch for OBIS to the mod ''High-level Loot Rarified'' * Added LOOT rule for ''OBIS'' * Added ''Spectraverse - Magic of the Magna-Ge'' to ''Children of the Sky'' * Edited the optional trees section of ''Wilderness'' * Updated the pack patches
  15. No beef. Smilodon is simpler. Wildcat does everything that Smilodon does and more. Smilodon was a continuation of Wildcat. The features of Smilodon was later incorporated into Wildcat. Wildcat is the mod Enai works on and add features to. Smilodon has reached its final version. Wildcat is basically Smilodon + locational damage. They are tweaked a little different.
  16. From the realistic Water Two fomod installer, which can't beused with Wrye Bash which is way you haven't seen it: Heads up: As I stadet earlier, Smilodon will be replaced with Wildcat. I haven't had time to update the pack. I have finished an OBIS patch. OBIS will be added to a pack soon. It will require a new game.
  17. It is a good practice to place FNIS last, like you have done. It this case though, it doesnt matter if the packs are placed last or between the "Weather and Lighting" section and FNIS section.
  18. I'll check it out. Smilodon isn't conflicting with anything in the guide, neither is Wildcat. I'm switching to Wildcat because it's more feature rich.
  19. Quick reply, at vacation. OBIS, possibly. In vanilla, bandits has lower level loot than standard. OBIS is the opposite. It needs a lot of patching to be compatible with my less high level loot mod (don't remember it's name...). AAE, interesting. I've looked at it before but never tried it. My main concern is that it adds too much protection to some enemies. If I remember correctly ghosts could only be killed by silver weapons and vampires were crazy owerpowered. Smilodon is being replaced by Wildcat in the pack. No conflicts, see Smilodons nexus page on how to uninstall. Edit: fixed auto corrects and typos
  20. I have a pack based on Morrowloot for Skyrim but I'm not doing one for special edition unfortunately. I love parts of Morrowloot. I like its main feature, to remove high level loot. I kinda like how it makes high level loot more powerful. I don't like that it overhauls so much of everything. I don't agree with everything it changes. In my Morrowloot pack I overwrote the changes I didn't like with other mods but in the end felt it just got too complicated with too many conflicts. I want my current packs to be easier to maintain. Morrowloot edits all weapons and armours made of a high level material. This creates conflicts with every other mod that edits weapon and armours. It places weapons on NPCs (and for whatever reason edits their tint masks) which creates conflicts with all mods that edits NPCs. The same goes for placing items in the worldspace and in cells (indoors). Don't get me wrong, it's a great overhaul if it is what you want and you agree with all it changes. I made my own lightweight mod instead to make high level loot rarer. It makes high level loot rarer by making them rare in the leveled lists instead of removing them completely from the leveled lists and placing them in cells/worldspace/NPCs.
  21. Do you have a link to Craftable Lantern Oil - Hunterborn and Wearable Lanterns Patch?
  22. Good suggestions. I've used wearable lanterns before, I'll add it to the pack. No, you should use a merchant and a loot file too. I've fixed it on mod picker
  23. * Added note to Summermyst to uninstall Animated Weapon Enchants since Summermyst makes it redundant. * Added mod Skyrim Alchemy Fixed to Children of the Sky
  24. Since my packs are made for SSE, ETaC doesn't work until it's ported. There is only one plugin-conflict, that I can recollect, between Whistling mine and ICAIO. Both plugins changes the name of a location (XLCN). I'm guessing both mods has a script that uses their respective name for the location. This is just an assumption, I do not really know if they really conflict. Would be great if you could get permissions from dalquist to post your version.
  25. That looks interesting, I will try it today. I'll check if so that none of the patches has AWE as a master and add that note. I do not not of an alternative for Trade and Barter unfortunately.
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