Jump to content

CJ2311

Mod Author
  • Posts

    1,182
  • Joined

  • Last visited

  • Days Won

    35

Everything posted by CJ2311

  1. If there are conflicts between navmeshes that involve deleted navmeshes, as Kuldebar explained, you'll just get CTD after CTD. Otherwise, it's just that the NPCs will start being confused and may end up teleporting a bit around the place. However if there are doors (or any teleporters) connected to the conflicting navmeshes, that's when **** hits the fan (and the reason why patches are needed), since the NPCs won't be able to use any new door except for the one linked to the last navmesh loaded. Meaning they can't enter the building which will affect their packages and quests. An example of that would be that if you use a mod that affects Morthal in addition to the quest mod ORS Morthal Pain, a dremora will be stuck in the pond in morthal, unable to get to oblivion when you first load the game. (Needless to say the rest of the quest goes bonkers as well after that.)
  2. There is a patch for LoS. And simply selecting the vanilla meshes option will use whatever texture replacer(s) you currently have.
  3. Homophobia. Or Transphobia, more specifically. :|
  4. Textures only apply to the towns, and you can choose to install meshes that redirect to the vanilla textures. (Which is why the patches file is so big with the SMIM patches). They're definitely not forced.
  5. I thought you'd have Comcast/Timewarner as an ISP with a bandwidth like that, but apparently they're not the only thieves in the US. Seems a bit overkill to increase the draw distance and lower your performance for a simple sewer cover. That's kind of weird, I don't see why the BDS patch would even cause a crash in this case. Or the REGS Patch - NSutR + RRR.esp for that matter. Are you sure you are using the latest version of that patch? Because it was updated and now only affects the Nightgate Inn. Please reinstall the REGS patches to make sure it's not that. Also, ETaC is getting updated soon, so you might want to test it again when that comes out. I actually had not seen that Guardly had uploaded the mod to the Nexus. The funny part is that I actually grabbed the mod's link from a site maintained by Guardly...
  6. Ditto.Thanks for the plants vs zombies, RSB.
  7. If that's what winning is about, I'll gladly swap with you.
  8. I actually already added that information about the beta version of MO to the guide a bit earlier. :P Hah! You call that slow? Try this:
  9. Gracias, you just saved me the headache of having to do it all over again. :DHow slow is your upload speed btw? Thanks to you as well. Both versions of the SMIM patches are the same though. Thanks for checking into it. Guess it only applies to ETaC, then.
  10. Yes, any 10.x version of the patches will do, thanks a lot. Well, an update is about to go live for ETaC, so I'm afraid I won't be able to have a look at it until the next version. Note that simply loading your mod after ETaC would make it work correctly.
  11. Alright, I need some help people. Does anyone happen to have the ETaC - Patches for version 10? I lost that with the hard drive failure, and I kinda need the files if you want the SMIM patches back. :P Would really appreciate it if someone could upload that file somewhere, thanks.
  12. I mean the terrain level of certain cells that have nothing to do with the bridge/docks have been altered, probably with a tiny right click when scrolling through the map with the landscaping tool open. But it's still enough to revert the terrain of the cell to an almost-vanilla state, which will make stuff added by other mods float or sink into the ground. For instance the Windhelm bridge mod affects the shore's landscape even though it's in a non-adjacent cell, and therefore will cause the argonian fisher thingy by Nernie to look weird, since it's supposed to flatten the terrain there.
  13. Will have to ask her. Note that Jénna is not a 2D artist though. I think she's using free textures and stock photos. :P That area of the game is very "sensible", for lack of a better word. It's prone to crashes and is very FPS intensive. The less mods affecting it, the better.Both these mods have been among the first to have been tested for the pack.Both turned out to have deleted navmeshes and wild edits to the landscape in that area. And the bridge mod did cause a severe performance loss + CTDs for me. Yep, that's what I do with ETaC since I need to have everything unpacked. Yes, that is correct. The navmesh edits are already present in the REGS - Cities.esp, so there's no real need for an update, except for the additional Reach sewers entrance. That would be because of the sewer entrance clipping with one of the vanilla covers that is purely aesthetic and can't be disabled because it's part of the same mesh as the solitude road (and probably half of the cell) The alternative would be to have the mod added cover float in the air, which is not that much better Does that mod have skimpy "armors", overpowered gear, or bouncing racks? If not, then there's the reason why it has a low endorsement rate. :[
  14. You could open the modlist.txt file of your current profile (%Program Files%Mod Organizerprofilesmodlist.txt) to get a list of all the mods by priority. However that list starts from the bottom of your mod list, so you'll have to use a tool/command to reverse the lines.
  15. The 2 mods that I was thinking of when I wrote that are Expanded Towns and Cities (which will always use the custom meshes if you unpack the bsa over the loose files) and Interesting NPCs (which will use old voices and scripts that are in the BSA). But there might be others, I don't really know.
  16. I'll tell her, if I remember. But you should post that in the suggestions thread of ETaC nonetheless. No, no problems whatsoever.The difference is that BFT adds more places you can travel to/from, whereas Touring Carriages keeps the vanilla locations, but makes you travel in real time.
  17. Morthal is getting redone (ETA 2 weeks), it'll have consistent building styles and will be less performance hungry (not that it particularly is at the moment, quite the contrary) Riften is in the works (no ETA, just ideas at the moment) Shor's Stone won't be done until some of the major cities are covered. And as far as patches go, the backlog seems to be empty, except for a mod called shadows which is apparently a PITA. And I don't actually have anything to do with the mod itself, except for some suggestions (like the Aylied museum to replace the late dwemer ruins). I don't want to interfere with Jénna's creativity.
  18. PSA: The main file for Interesting NPCs v3.06 on the nexus is corrupt at the moment. (The update is fine, however) Also, REGS update:
  19. Well, I just had a look at the game files in the CK, and as it turns out, there is actually a "WarmHandsCrouchIdleMarker" marker in front of that cooking pot, as well as a "CookingSpitSm01". Both of which get enabled by the vanilla game when you purchase the kitchen upgrade. Which means in the vanilla game, you'd end up with a fireplace, and a cooking spit missing its pot (which is what the USKP adds). Sounds like a legit fix for an ingame bug.
  20. @Kuldebar:Hmmm, let's just say that's an easter egg for BFT users? @phryxolydian:I don't see any record that needs forwarding in there. Everything should be handled automatically by the game, including the Reference Cell Encounter. (Don't forget that Arthmoor created that mod as well as CRF)@gpthree, Asyrin:I've put a link at the end of the previous page to a patch that works with BFT 3.7 (HF and non HF versions), grab that instead. You can install and do them in whatever order you want, they're not dependent on each other. - Subscribe to the mod(s) on Steam Workshop.- Open the game launcher to download them.- Open the Data folder.- Move the .esp and .bsa files corresponding to the mod(s) you've downloaded to another folder.- Unsubscribe from the mod(s).- Move the .esp and .bsa files back to the Data folder.Or, alternatively: Uninstall NMM and start using MO Yeah, that's what the patch is for. Note that I didn't add any new decorations, just moved the old ones to stop the horrible clipping. (and disabled a couple ropes in some cases where the building were too far away from one another for it to be fixable quickly)
  21. Welp, good thing the forum software warned me before I posted so I was able to avoid being ninja'd.
  22. In case anyone is interested, here's the ETaC - Wet and Cold Holidays patch (For modular and complete versions) And here's the Better Fast Travel patch for version 3.7. I'm just posting them here because it'll take a while before ETaC 11.1 is released. (Silly people keep reporting small nitpicks, such as patches or the whole mod not working. seriously, who cares about things as trivial as a mod not working? )
  23. Dwemerverse doesn't have any quests, it's just a magic mod, whereas this one has an entire quest, and a voiced one at that. Just updated the instructions for InconNPCs, thanks for reminding me.
  24. Weird, only Falkreath, Dawnstar and Winterhold are supposed to have custom meshes (in order to get the custom textures to work). There is one custom mesh used in Riverwood which is called farmhouse02norope.nif, but as the name says, it doesn't have a rope at all, neither 2D or 3D. :P @Nearox: I've given up on that a looooong while ago. xD
×
×
  • Create New...

Important Information

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