Jump to content

Noobsayer

Citizen
  • Posts

    419
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Noobsayer

  1. Oh man, that's awesome. Thanks for the heads up! :D
  2. If I recall Footprints did not work on the added snow, but I'm not 100 percent sure on that now. I do recall the author saying the no collision was intentional. Wouldn't have been my design decision, but it's on purpose.
  3. OK great, no biggie. I'm gonna have to add breakdown recipes anyway (that much I knew) so I can do that while I'm at it. Thanks again for your wonderful overhauls -- although they're so well done, it makes the mods that aren't compatible really stick out. :D
  4. I have a bit of a compatibility question. I read your stuff on keywords. Assuming I add appropriate CCOR, WAF and CCF words, would I then still need to adjust recipes manually to get something that fit within those mods' balance? I want to edit a couple of mods I use outside IA (personal use) to fit, but I'm not sure what all needs to be done exactly.
  5. I'm a total magpie collector so I love love love this house. It's quest aware, too. Most fun for me though is that when you store food and alchemy ingredients (and ore and scrolls and ... ) they show up artfully arranged on shelves. Super awesome display functions. So yes, highly recommend it. Not sure about super latest version but it did have a single navmesh conflict w/ Touring Carriages (just something to be aware of). /offtopic EDIT: ON topic, I prefer the solid version for now. I think they look great.
  6. It will be once lifestorock fixes it for 2.3. It's still got the same issues for 2.2, people claiming otherwise are doing so in ignorance. EDIT: Whoops, didn't see the next page, my bad. Already answered :)
  7. Images are set to private so I can only see the thumbnail. Hard to tell exactly what is affected. That said, purple textures are "missing" textures. Some causes I can think of are using official hi-rez textures w/out unofficial patch (I know there used to be some missing ones, maybe not not); or running Project Parallax without first installing SMIM.
  8. I'll give that a try. Thanks! :)
  9. Wow, and SMIM compatibility too. I don't use the 3D ropes but I know that'll make a lot of people happy. :)
  10. Sorry, just saw your post oqhan. :) Looks like there's no need if it's being fixed. EDIT: and thanks for the support, heh.
  11. You need zero patches with iNeed. You don't need specially modified water, either.
  12. Ah, that's a bit sad. I gotta go say thank you.
  13. I've only been messing around on a testsave so far with iNeeds :) Worth playing around with to get a feel for how it works, but yeah, I wouldn't risk breaking a real save by removing RND.
  14. That was my thought statmonster :) I have gotten much joy from RND, but no patches + follower functionality was already intriguing me from iNeeds. This last update may have tipped the scale for me :)
  15. Forgot to mention a few location names will not be in English, either.
  16. It gives you errors if you manually drag them in TES5Edit, it should not if you use the "sort masters" function. At any rate, you can always tick "backup files" when you go to close if you're concerned :)
  17. Yep, clean according to the guide (I think STEP's guide is more straightforward) and also sort masters in TES5Edit. USKP changes it did not forward (didn't look at 2.2, just 2.1) were to reposition objects. They're not "crash your game" type conflicts or anything by any means. At worse you'd probably get the rare floating object or something -- but at least as of next-to-last version, there were only a handful of conflicts. EDIT: LOL, maybe it's not hidden then, maybe I'm just banned from the file.
  18. Hmm. Got a single crash after enabling SFO again, but not able to reproduce it now. When I was having problems before it was a near 100 percent occurrence though so ... D: This frustrates me. Redownloading SFO just in case, but urgh.
  19. If you upgraded from just the DG version then you probably got a warning about missing mod because the name of the ESP is different. If you want to keep the last version, at the very least clean it with TES5Edit. After that, right click on the mod's name again and choose "sort masters" because those are out of order, too.
  20. It's only character assassination if it's not true. There's nothing subjective about ignoring constructive criticism/flaws/errors in a mod. It flat out happened, repeatedly. I posted the same thing on the mod page, so speaking personally? Not the least bit embarrassed -- except maybe for Prometheus.
  21. Haven't tested the latest version yet, but some nice changes -- including the option to remove vanilla foodbuffs. Latest changelog: Added option to disable vanilla food effects. This feature requires SKSE 1.7.0+. You can now click on empty waterskins near the base of waterfalls to refill in addition to using the Drink Hotkey. Added skooma effects. Moved waterskin refill prompt message boxes with NPCs to dialogue options. "Increased damage taken" debuffs will now correctly apply to incoming spell attacks as well. Fixed an issue where Combat Increases Needs did not increase fatigue and where food did not slightly decrease fatigue. Food prices and weights, if enabled, should no longer continue increasing after game reloads from death. Differences between needs levels are now more significant. If you have a need set to anything but 4, it will reset to 0.
  22. Lol looks like it's been hidden. There's a shocker.
  23. Yeah, I use MO, but that still involves turning stuff on a few at a time, loading up Skyrim and running across a bridge over and over, lol. And no, tested with zero mods other than the unofficial patches and Alternate Start. THAT worked fine until I turned all my textures n such back on, so it's a matter of disabling them all again and ... well ... trning them on a few at a time and running over the Windhelm bridge, lol. Urgh. Well, at least I have a prime testing area nailed down. And at least it's not a serious problem, so should be very fixable on current playthrough once I figure out what it is that's causing it on the test profile.
  24. So I've been having a crashing issue on the Windhelm bridge and around Kynesgrove on a playthrough influenced by, but not to the letter of, Skyrim Revisited. I assumed that perhaps somehow one of the magic, sneak or enchanting overhauls I added were the culprit, but I'm getting it on a testgame with only the unofficial patches, Alternate Start and a bunch of texture and mesh mods installed. This leaves me to conclude: mesh issue. Is there a way to track this down besides loading them up and running across the bridge over and over?
  25. He directly replied to it, lol. EDIT: And yeah, that's me. Same person :) I'm just really not in the right mood to deal with prometheus right now, and I'm not an expert anyway like some of the hardcore modders are. Maybe down the road when development slows down and I've got less frustrating stuff going on IRL and he doesn't make me want to throw my monitor out the window.
×
×
  • Create New...

Important Information

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