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DiscipleDarkfriend

Citizen
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Everything posted by DiscipleDarkfriend

  1. I am not certain why adding/removing tags before merging them in needed however I do know you should be adding tags to the merged esps in both cases of those mods so Bash will be able to properly get the records. There is no need to leave the esps active as the merged esp will have the needed tags. Look at the instructions for both of those merges, at the end it says to add bash tags.
  2. The mods that have Bash tags and are merged? Do the merged Esp not get tags as well in the guide? I am pretty sure they do. Could you give an example of one that does not that should?
  3. If you do merge the MOD be sure to create a new SEQ file for it with TesEdit. I merged the whole of the mod into a custom esp file and it works fine.
  4. So the CACO Ordinator patch was not out of date or?
  5. For those who may also wish to make the change it is sLevelupAvailable D49420 and sSpellAdded @ D4B93 on my setup in the heads up display merge. No offense to the British but in the US it is Learned.
  6. On a side note, Does anyone know where I can find the message "You have Learnt (new spell)" I want to change it to learned. It is driving my OCD nuts.
  7. Hey guys, I vaguely recall someone mentioning that the CACO ordinator patch was using an outdated perk. Can anyone catch me up on what I need to do or point me in the right direction?
  8. Well I kinda forgot to reactivate Ash rocks and sulfur rocks last time I rebuilt my Bashed patch :p I just forwarded them into my bashed patch because I really did not want to fix it again. I went ahead I got rid of the null references, if I have a funny issue with sulfur rocks I will know exactly what to do so I will let you guys know should I encounter and issue with it. :)
  9. I meant to mention that, this is why you should not try to give advice after two bottles of wine :p My apologies Hey guys, I just noticed that in Sulfur Rocks the same Null references exist in the DNAM directional data. Should I go ahead and forward the data in Skyrim.esm to the null reference like Nozzer did in the Ash.rocks or am I missing something?
  10. The easy way would be to do it when you run Dual Sheath but you could also open up The Black Sacrament and change the slots it uses in the CK though that is more work it is not all that difficult to accomplish.
  11. I don't know if this has been mentioned by anyone, if so I apologize but for those who may not know, this ---> https://enbseries.enbdev.com/forum/viewtopic.php?f=17&t=5493
  12. It has been years but if memory serves sneak tools depends on light sources being vanilla and does not work properly on non vanilla lights in addition it will revert HD fire and embers to vanilla. So one would find many lights reverted to default but maybe the info is wrong. If I were you I would D/L the mod and load it up in xEdit with your entire load order and look for red in sneak tools. Also research research research. It might not be all that hard to patch but I think it attaches scripts to the vanilla light sources and when they are removed bad things happen.
  13. Not really, you can take most torches off the walls but no putting out candles. I believe that was a function of Sneak Tools but it conflicts with 99% of lighting mods out there and nobody has stepped up to patch them sadly. It is super immersive on an assassin or thief, I totally get it and miss it.
  14. I can't speak for the Authors but I am using both Hunterborn with its patches for Bathing and CACO as well as hunting in skyrim and can report no problems so far. I can't play without them as I usually main a Bosmer Hunter. I can say that I have not found any navmesh conflicts with either of the aforementioned mods and Immersive citizens/LOTD, so I don't foresee any issues arising. I may be wrong however, I will continue testing the mods on my current play through.
  15. Just to be clear, click edit and then add in the executables of MO. Then click binary and navigate to Mod Organizer\mods\ASIS\SkyProc Patchers\ASIS.jar and do the same for Dual Sheath navigating to its respective location.
  16. Do you mean setting them up to run through Mod Organizer?
  17. I would if I knew how but I am very limited in CK knowledge, in the short term could you not just load it after Landscape changes ?
  18. Check the bottom of the guide, it gives you instructions on how to remove unneeded esps. In a nutshell with Mature Skin textures you are going to be removing extra tints from races.
  19. It is not complicated, I would recommend going through conflict resolution at least once. I learned TesEdit thanks to the original SRLE CR. I went through Neovalen's CR more times than I would like to admit but now I really comfortable and enjoy TesEdit. Do not be intimidated. It is a very straightforward tool and there is tons of info on the web thanks to some wonderful people. :) Cheers.
  20. It has a patch for Notice board but not for RS Children. You will likely still need to patch it unless Tweaks and Enhancements account for RS, I do not believe that it does.
  21. This is pretty easy to figure out, just open up the patch and Wyrmstooth in TesEdit. Check the patch for any errors and look through it. It is not a big patch. I do know that you will need to patch a conflict between Wyrmstooth and Notice Board as well. From what I remember it has to do with factions. The same fix is applied to Falskaar and Notice board kids if memory serves. If I had to guess I would say it is likely the patch will still work unless Wyrmstooth's authors added/removed kids.
  22. I understand. I am OCD about having tiny edit esps so I like to merge them. I get the mod stealing part which is why I always keep them active in the left side of MO just to make sure I endorse and track. :)
  23. Thank you for the reply I just wanted to understand. On a side note it would seem to me that both the Imperious Disparity Lichdom and the Imperious Disparity patch changes can be carried over to the CR and dropped to free up two esps, or am I wrong? Just to be clear if one does this they would still need to keep the Imperious Disparity Lichdom slot active on the left side in MO so that the movequest script get properly overwritten.
  24. Pay no attention to the man behind the curtain!! I am an idiot and was looking at the wrong screen shot >.< My apologies. They are all there. While we are on the subject I thought I would ask is there a reason that the Biped Body Template Data is not carried over in the CR?
  25. I don't see imperious passives. I wonder if that is the result of the toggle or if they don't show up on passives? I think they should be showing up.
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