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CJ2311

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Everything posted by CJ2311

  1. When I said neck seams, I meant stuff like this or this (which happens when you use a body replacer with a vanilla outfit) As for the CBBE replacers, check the list of armors that have been covered, that's what I meant by no support for most vanilla clothes/armors. EDIT: And my post went in the wrong thread because of the ninja edit, durr.
  2. 1/ UNP also has a nevernude version in the optional files. 2/ UNP has limited support for Immersive Armors (armors added in IA7 are not covered since Exeter retired before IA7 was even released). 3/ CBBE has no support for most vanilla clothes/armors. And no matter which one you pick, a whole heap of custom armors will cause clipping or horrible neck seams. UNP/CBBE-type mods shouldn't really be in STEP imho. How about a combination of FemFeet, Better Hand Mesh, and Prometheus Better Female Natural body instead? At least you'd keep full compatibility with all vanilla-based clothing that way...
  3. It just stands for "unpretend".
  4. Not all of the clothes/armors are covered by exeter, are they? Also a few UNP boots clip horribly, like the Necromancer boots (it's like they have no soles, you can see your feet though them when running)
  5. https://www.nexusmods.com/skyrim/mods/52648/ Some of you might have seen this mod already, but it just got an update yesterday that makes it work with all shouts, even mod-added ones. This is out of the scope of STEP, but honestly, I'm sure a lot of people will appreciate having it in their game, so they can finally use those 300+ sec cd shouts without handicapping themselves for the rest of a battle, or using mods that lower cooldowns for all the shouts.
  6. That's the problem, good city mods are rare on the nexus, and inexistent on the workshop. All I can find are mods that add a hundred trees or fill the city with clipping items :|
  7. Fixed, thanks :)Also I'm really thinking I should remove Dawn of Whiterun from the guide, I'm not even using it in my playthrough any longer because of the FPS drop and the Jorvaskar changes, something must have gone wrong with the latest update.
  8. You could just drop Dawn of Riften if it's taking a toll on your system. Speaking of which.
  9. While polls would be totally counter-productive in the Mod Testing or Support forum, I think some subforums like the Banter Inn and the Packs might benefit from them. Just my 2 cents.
  10. Ah, forgot that ERSO changed the encounter zones as well. Nevermind then :P
  11. Neither do I, but when I last fought Mehrune's daedra (using RLO at the time), the red was visible in the dark, kinda subtle but it did give their position away nonetheless, especially the back.
  12. Daedric armor has an obnoxious red glow, if anything that would lower the sneaking potential of the wearer since enemies should be able to see it in the dark. Ebony and heavy Falmer make sense though, and I suppose that if you're using muffle, you can make them a bit stealthier.
  13. I actually use the SPERG uncapper file, set to 1 perk per level (relying on dragon soul relinquishment for extra perks)YASH-OpenEncounterZones just makes it so that if you go through a door with enemies chasing you (in certain dungeons), these enemies won't stay behind and forget about you the moment you cross that magic line. Kinda like what enemies do in New Vegas. ACE Archery is annoying to patch tbh, maybe simpler if you use the vanilla archery tree.And yes, you do need permissions to post a pack on the wiki, sending a PM to Z would be the easiest way to get one p:
  14. I can do nothing but approve of this pack, I already use most of the mods in there (using High Level Enemies + Deadly Dragons instead of Erkeil's mods, and ACE instead of SPERG) A little note concerning Morrowloot: The Moon and Star quest adds 2 items that are also in Morrowloot, so you might want to remove them from the mod in your patch :P And a small mod suggestion: https://www.nexusmods.com/skyrim/mods/32562 (The standalone improved classes, powerful shouts and open encounter zones plugins of this overhaul are nice)
  15. Set the override to "BOTTOM Non Dynamic Plugins" and it'll ensure that it'll get loaded last (in fact Warbug's map happens to already be there, but it's an old esp with a different name that's listed) Ofc any unrecognized plugin will still load after it though.
  16. Nope, no one reported any behaviour like that. Are you using other mods that might affect the area maybe? Note that Darkwater Crossing in particular is a copy of the ETaC one, nothing was modified in its exteriors except for a bug with the water textures, and a fix for SFO, neither of which will affect NPCs.
  17. A delinquant master error is when the master is placed after a patch in the load order, yeah. Click on the [+] icon in front of each esp and it should tell you which esp should be placed before the one that's listed. Also, I think you must have either run BOSS outside of MO, or used the (non working) Sort button in Mod Organizer, because the load order you have has indeed a lot of oddly ordered files.
  18. Okay, concerning the problem you're having, it's because Requiem is being loaded after all of it's patches. Patches should always be placed after their masters. On an unrelated note though: The 3 files that are bundled with Sky Haven Temple (kikass blades, delphine and esbern) should not be used. Especially if using Requiem, Skyrim Unleashed, or SkyRe, since they'll undo the changes that those overhauls make to said NPCs. Same for the WSCO - Better NPCs.esp file (the two other WSCO files can stay) AND the CWINPCImprovements.esp file. And to avoid any grey face problems, when you disable "WSCO - Better NPCs.esp" and "CWINPCImprovements.esp", make sure to also delete the facegen files that WSCO and CWI add.
  19. Well yeah, the guide is modular, but it aims to include the best parts of each city mod, not mash em all together. If all you want from the guide (when it comes to city mods) is Nernie's Cities, Skyrim Sewers, and Windhelm Lighthouse, you might as well remove REGS, install those 3 mods and load them in this order: - Windhelm Lighthouse.esp - Skyrimsewers.esp - Nerniescitiesandvillages.esp (not sure about the name of the esp but you get my meaning)
  20. I don't know about compatiblity, but the mod you linked to seems to add free OP weapons, spells, and followers with thu'um :|I think I should add a separate section for this kind of quest mods... The only modules from Nernie's that are used in this pack are Solitude, Whiterun and Windhelm.Darkwater Crossing uses Jenna's Expanded Towns and Cities instead. But I don't why that would make your FPS drop, considering ETaC doesn't even add that much stuff in that area.
  21. I don't think it's enabled for regular members tbh.
  22. It's just that Loot uses the master order on patches to select its load order, so when the masters are not in the correct order, the load order will follow suite.
  23. You can reorder the masters or you can ignore it. Doesn't really matter as long as you're not using Loot D:
  24. That would be because I removed the wild edits when I made the replacer esp, and the REGS-SRLE guide hasn't been updated yet :)
  25. Honestly I'm more surprised by the fact that this was the only clipping issue you encountered.
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