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Skadi

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Everything posted by Skadi

  1. xx0019a1 (where xx is Enhanced Landscapes) is the rock in question. It's behind Merryfair Farm. I removed the rock a while back. Someone with more CK knowledge could probably find proper coordinates for it. I have some memory of also removing a stone wall because BFT places a horse at the location. Maybe in Falkreath? I've never had an error with CACO like mentioned.
  2. The oRiginal mod only covers vanilla. You'd just make a patch as per the instructions, leaving out the Diverse Dragons parts: Copy npcs, run the script twice as instructed. I'm assuming the patch made by Darth has Diverse Dragons as a master and won't work for you.
  3. None of the records DCO actually uses in game has a model above 0.000000 as far as I can tell.
  4. You may or may not be aware of the mod No Dragon LODs. It simply removed a Far Away Distance model from dragons. If you've ever seen a gray dragon flying around without moving in the distance- this is the LOD. The mod covers basic dragons from vanilla, but since we have added dragons from mods, this won't apply. Users of SRLE Extended may still have Automation Tools installed, and this is all we need to correct this. I'll be giving directions for SRLE extended in it's current state, but this applies to SRLE as well. Open your dragon related mods in TESVEdit. Open up the Diverse Dragons patch, right click NPCs, and Deep Copy As Override into... and create a new patch. Repeat this process for the other two Dragon mods. Afterwards, add the Diverse Dragons - Deadly Dragons patch a Master for the new patch as well, so LOOT sorts it below this patch. Next, right click your new mod and Apply Script. Then, select AT Quick Change. In the Quick Change Dialogue box, select Replace from the dropdown. In the first field type "DNAM - Player Skills/Far away model distance" without quotes. In the second field, type 10000.000000. In the third field, type 0.000000. Hit OK. Run the script a second time, only this time set the second field to 60000.000000 as Deadly Dragons has an alternate number for some models. Save this new plugin and now you have a No Dragon LODs Patch for your non-vanilla dragons. You should use the original mod for vanilla dragons, and this one can easily be merged with that one to cover all of them. I hope this is helpful to anyone who is interested.
  5. It doesn't need any further updating, the script does just a few things and applies it to every NPC in your order. The mtefunctions.pas script was linked in the original Nexus page, but has since been moved as it's been updated. It's also part of the x-edit merge plugins script. This isn't much different than the Quick Change instructions that used to be on the guide; it's by the same trusted source. The Combat Patcher does two things: it has a default settings that are applied to combat styles like Combat Evolved and Wildcat, only you can choose to modify them for your purposes. The other thing is that it sets all offsets for every NPC to zero- except for dragons, where it sets it to about 1/2. Because the guide does have Wildcat, you will be removing the Combat Styles. Checking the results in x-edit will reveal that it just copies over the NPC record and just changes the offsets. An example: Don't worry about AEE compatibility, or any other mod for that matter. This script does very few things and does it well, in my experience. If you were to use the Combat Styles, then you'd need to remove the AAE section from the patch, but it's not a huge bother.
  6. You need the mtefunctions.pas from Mator's github. This goes into your Edit Scripts folder. When you run the patcher, it automatically makes all mods masters for the patch. Right click combat styles and Remove to preserve Wildcat's. Clean masters to get rid of the useless masters on the patch. Right clicking this link and Save As... will download it directly.
  7. Grimy's Combat Patcher is also an option. If you run that, and remove the Combat Styles, it still removes NPC's Health/Stamina/Magicka offsets. They still get their level up bonuses, but not 100, 200, 300 more HP just by existing. It levels the playing field somewhat. The NPCs also run out of magicka this way, which is something I really like.
  8. The guide links to the download, which is hosted with the STEP patches.
  9. The preset is looking for hairs, brows, eyes and such from their original esps. The data isn't on that path anymore, so you lose those.
  10. Oh man! new mod by Kesta: Just Do It. Eat food directly from the plate. Put on armor and use weapons off the floor. Been testing for an hour or so and it's something I never want out of my mod order. It seems to fit in with mods like Simply Knock.
  11. I'm having a problem with cannibal feeding after installing SRLE and I'm wondering if anyone else is also. Feeding goes one of three ways: Normal feeding and no problem Feeding animation skipped, but otherwise fine. Character freezes after feeding. Camera usually veers right, then can't move. Can draw weapons. Can't move with console commands. Clearing effects does not help. Freeze persists through saving/reloading. Possibly remedied by feeding again if lucky enough to be near a pile. I found this while playing as a Bosmer using Imperious, but this is an issue with SRLE alone as well. With Imperious, only #1 or #3 happens. I've tried removing animation mods, as this is the only thing I could think of that could cause a conflict. The chances of #3 happening seemed to be lessened by removing Walk and Run 360, but may be a placebo. Found a similar complaint, which is why I tried removing 360. other searches turned up one complaint on Imperious' page and a random post on the Steam Forums. Neither were resolved. In any of these combinations the bug doesn't happen every time. I've played up to level 10 or so with Imperious without it happening, then it happens 5 times in a row. I tried starting a new character today, running through the Namira quest, then testing it by feeding again and again. There seemed to be no issue at first, then after more feedings the bug seemed to manifest more frequently. This is a combination if a heads up and me asking if anyone knows of a cause/solution.
  12. And the Imperious - Disparity patch. Updates from Imperious weren't carried over. Breton abilities and the Lady Stone were still switched in the patch. Only fixes the issue on a new game or a race swap.
  13. I thought I'd share a quick time saving tip and some files for new character creation. You can get just the optional preset files from Skytweak's page for saving presets for SkyUI and iHUD. You don't need Skytweak at all to use this. These files add FISS profile saving to their respective mods. They must be loaded after the mods, so the configmenu scripts overwrite the originals. There aren't a lot of options to check off for each, but it saves a few seconds. To add to that, if anyone wants them, here's all of the saved profiles for SRLE from my Dropbox. Just install as any other mod and place at the bottom of your load order. This file includes the SRLE profile settings for A Matter of Time, Bathing in Skyrim, iHUD, SkyUI, Frostfall, and Wearable Lanterns. Be aware that settings saved in your Overwrite folder or any profile folder you use to save such settings will overwrite these. Eliminate these in a new game. Included are: SKSE\plugins\FISS\AMOTUserSettings.xmlSKSE\plugins\FISS\Bathing in Skyrim.xmlSKSE\plugins\FISS\iHUD.xmlSKSE\plugins\FISS\SkyUI.xmlSKSE\plugins\FrostfallData\profile1.jsonSKSE\plugins\WearableLanternsData\profile1.jsonKillmove Mod Profiles\VioLens\Menu Settings\SRLE.VLMS The presets from the Skytweak page adds a section to the General options in SkyUI and a Preset section to iHUD. Just load user presets in each of the mods, except for Frostfall and Wearable Lanterns. You still have to start Frostfall as you normally would, but the profiles should be automatically loaded. VioLense allows for multiple profiles, so this one is named SRLE. This saves me a ton of time upon new character creation, maybe it can help someone else. A good alternative is to just set a default character with all mods set up, but I find it difficult to do this with profiles with various other mods stacked on top of SRLE.
  14. I put this in the suggestions thread, but I thought it may be useful to point out that there's a patch for Footprints for Gray Cowl out there, and is an easy merge for the misc section. Useful for consistency's sake, if not for actually having footprints in sand.
  15. Only install the animations optional. Do a manual install. Untick the esp. Expand the meshes folder and untick the folders and individual meshes on the list. Alternately, just install as normal and open the mod in explorer to delete them.
  16. Oh, hey there, Footprints for The Gray Cowl of Nocturnal.
  17. Just set this up with some minor changes, as this is such a light set-up that I thought some extravagance with options would be nice. Mainly, I added Realistic Aspen Trees, Enhanced Vanilla Trees- lush with RAT support, and ran DyndoLod in Ultra with the RAT meshes from this post on Reddit. Buttery smooth and no tree pop ins at all. Thanks for the guide. :)
  18. I have a few suggestions. Khajiit Ears Show - does what it says, it allows Khajiit ears to show with all head wear by removing the ears flag from the models. It's an x-edit script that is extremely fast and creates an esp that merges with your bashed patch. Keeping Warm adds scarves to the game. The alternate textures included in the installer are very nice, and the scarves are added to the the leveled lists- which is done extremely well- guards, for instance, get properly colored scarves for their post, orange for Whiterun, etc. There's no native Frostfall support, but since Frostfall has updated you can assign warmth. AWTM Patcher The original Armor and Weapon Types Matter with Zilav's new patcher, adds perks to all NPCs and properties to all the weapons and armor in your list based on it's type- bladed, blunt, piercing, and so on, making heavy armors all more resistant to piercing weapons. The patcher takes a while- you have to add all relevant masters one by one- but it's a great new layer in my opinion. There is an MCM option to adjust exactly how much resistance each piece of armor gives you (and NPCs) vs weapons types. If you do try this out, run it dead last, after ASIS, so it picks up the added perks and adds it's own.
  19. Wild senses is the warm color, Harrier is the single target green color. Both Bosmer abilities.
  20. Are you talking about npcs using racial abilities and maybe your own abilities from Imperious?
  21. I'll give that a try. Thanks for the heads up. I don't really see anything distorted so far. Is there something I'll run into later?
  22. Quality Snow HD isn't in SRLE. I took comparison shots of snowy roads. Same as before: Pic 1 is w/ parallax, Pic 2 is no parallax and Real Roads.
  23. That fixes the problem by turning terrain parallax off. :)
  24. Thought I'd mess about with Real Roads since I read about the SMIM change. I think Real Roads looks great with Noble Skyrim. Regular- no Real Roads, parallax on Real roads, No parallax Normal - No Real Roads, Parallax on Real Roads, Parallax off This is by no means extensive, but I really like it and it's going in my game since I'm tired of terrain parallax issues anyway (like the streaking in the bottom center of image one.)
  25. You can use Skytweak to check your Actor Values for weaponspeedmult. Vanilla is 0,the Fix is 1~, and any conflicts should read as a different number. You can play with your settings until you figure it out, checking Skytweak for the adjusted value, or just force it with Skytweak. As I recall, there are settings for the fix in Better Vampires, Vigor, and WAA, so check those. And a general heads up- some overhauls have the tweak embedded- PERMA for instance. As far as I can remember, they don't implicitly state it in the description. Edit- Was busy typing that out. I've used Skytweak to troubleshoot this issue in the past, if an anecdote is of any use.
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