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CJ2311

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Everything posted by CJ2311

  1. Huh, now I feel silly. I thought that had been removed. Also nice to see that Bethesda is more lenient towards this stuff than EA.
  2. If you use the history feature of the wiki, it should be pretty easy to update your conflict resolution file, since you can see what lines have been removed and which were added ;)
  3. There is no alternative to trial and error, especially when the plugins have worldspace/cell entries. In the mod page view (which most people use), the spoiler tags don't seem to work propely, the thing is always expanded D:
  4. As I said before, only the "REGS Patch - x" and the "ETaC - x Patch" files that I provide are guaranteed to be mergeable, I don't know about Prometheus' files. (and a lot of the errors in there are about locations that are not even covered by the REGS patches)Also, MadWizard, your spoiler tag on the merge plugin forum didn't work, your post is taking up half a screen now, and I'm willing to bet someone's not going to appreciate that very much Try merging only the following files: ETaC - Complete LoS Patch.esp ETaC - BFT Patch.esp REGS Patch - NSutR.esp REGS Patch - CRF.esp REGS Patch - ORS.esp REGS Patch - STEP Extended.esp REGS Patch - 3DNPC.esp Settings: Renumber FormIDs unchecked. Double Pass Checked. Ignore NAVI data unchecked.
  5. (Jarl is my rank, not my nickname ) Well I don't know about Bethesda's stance on the matter, but most companies tend to disallow sharing the textures they provide. And Bethesda's lawyers dragged Notch to court for calling his game "Scrolls" so yeah... Anyway I don't know much about this, all I can tell you is that this used to be linked to in STEP, but it was removed, and there's certainly a reason for that, but I haven't bothered to look into it.
  6. Are you using the latest version of the REGS patches and the TES5Edit merge script 1.6 (set to "no renumbering") Both Ganda and me have merged the patches without issues... EDIT: Ninjas, ninjas, ninjas...
  7. Copyright issue, we can't go around distributing Bethesda files...
  8. Maybe a conflict with Skyrim Distance Overhaul? (You both seem to be using SRLE which includes that mod) Try switching the 2 mods around in your mod list?
  9. I was just explaining why the instructions in the STEP guide never mentionned the individual patches on this mod page. As for whether the STEP patches are compatible or not with AOS 2.0, they do have some mismatches since some of the AOS patches they contain are not valid any longer. The STEP patches basically serve as compatibility patch for all of the mods in STEP, including AOS patches.
  10. Just check for errors in T5E to see if it worked, it shouldn't pose much problems if there are few masters.
  11. The STEP patches remove the need for those AOS patches.
  12. Last time I tried to do that I ended up with a potato instead of a file.
  13. If you were to delete all the meshes/textures from consistent older people and start a new game, everything should be fixed since those meshes are already included in the game's default bsa files.
  14. If you load default, and that profile is empty, remember that the meshes/textures could still be in the overwrite folder (or even the data folder of the game)
  15. Well I just selected one of the files that Consistent Older People installs, that's all. Mind posting a picture of the seams btw?
  16. Well you could have some leftover files in your meshes and textures folders, I guess. Search for "0001338b.nif" for instance.
  17. Meh, order for the masters does not really matter, unless you're using Loot. The order just stayed like that because when I created the patch, I had REGS - Cities.esp loaded after 3DNPC.esp Also I added a replacer for BetterGD entrances, and I figured I might as well make it an update so people will notice it, so here you go: And I also updated the credits section again
  18. Have you tried disabling then enabling or resurrecting the NPCs with console commands?
  19. Well those changes are what moves the map markers. I suppose the 2 markers that the UGDP adds to the second entry should be forwarded though, so I'll make a replacer esp for that. (But yeah, if you remove those 2 entries from the mod, you'll break quite a lot of stuff actually)
  20. Patches still working:- All 3 DLC patches.- Civil War Overhaul.- Deadly Spell Impacts.- Dragon Combat Overhaul.Patches that need to be updated:- Improved Combat Sounds.- Enhanced Blood Textures. (Turns out the previously patched records don't matter, but new records are conflicting now)- Realistic Water Two.- Smooth blade draw and Sheathe.- Wet and Cold.I didn't test the others.
  21. Well there are other mods in the guide that might require special instructions (Helgen Reborn comes to mind), if I'm going to list everything I might as well copy all the mod descriptions and stickied posts in the guide... :|EDIT: Ninjas everywhere! I guess that might've been supposed to say "Pathuurnax Dilemma & Sky Haven Temple Enhanced". I don't really know, since I prefer not to interfere with that page (seeing as how I don't have an SR:LE install, or the patience, hard drive space, and bandwidth to make one ) in order not to mess up anything with it's contents. Thanks, I'll add those now.
  22. Not really, people should always read the mod pages...
  23. Basically, if you reorder the masters automatically in TES5Edit, it won't break references to the masters, while the Wrye Bash function is basically used to rename a master file.What I mean is that WB doesn't really have a sort masters option, just the possibility of swapping the master by changing "3DNPC.esp" to "Clothing and Clutter fixes.esp" (and vice versa) in the masters panel or the patch, which in this case, will fix the patch (but in all other cases, it'll just break ****) Thanks :)I'm already aware of that (thanks to Malouz) but I can't download the files at the moment, so I can't know the file names. All I can tell you for now is that all should go be to BOTTOM Landscaping.If someone were to give me the full name of all 3 esps, I'll update the guide :P
  24. Stuff like this sometimes happens when there's too many light sources in a single cell (I think 6 lights per cell is the max, but I could be wrong on that) Anyway this kind of stuff definitely happened in my game too. And when I ran ELFX with LoS and went to Riverwood with yet another mod that adds lights there (for testing purposes), the road meshes were brighter than the terrain, just like in your screenshot. I'd tend to agree with Aiyen on the fact that it's probably an engine bug.
  25. It's a great idea, but as you can see in the video and the comments, there's a little problem with the animations for closing that play after you exit the inventory menu, then the container reopening. I'm still going to use this mod though, because that problem is bearable with vanilla furniture and SMIM barrels.
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