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CJ2311

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Everything posted by CJ2311

  1. Actually I think the Clothing & Clutter_3DNPC_Patch.esp file available on the CCF page is still broken (I posted about it a long time ago but it probably went unnoticed since that was when CCO was released) EDIT: Yeah, it's the december file still, which means the masters are inversed (and sorting them in TES5Edit won't fix it either, you have to do it with Wrye Bash)
  2. Just when I was done merging and checking all the AOS patches for my new playthrough :( *Deletes everything*
  3. I don't think any mods in SRLE (and not included in STEP) would conflict with 3DNPC, unless Nearox decides to include Open Cities or something else that changes the cities :) Clothing & Clutter_3DNPC_Patch.esp isn't really a patch btw, it just changes 3 priests' outfits. Which is why it's not included in the REGS guide, not worth the slot imho.
  4. The second thread is definitely a case of PEBCAK though.
  5. No idea on what could cause that, never meddled with SkyProccers. I'd recommend putting not only 3DNPC.esp on the blocklist, but also Clothing & Clutter_3DNPC_Patch.esp as well (if you're using that)
  6. Because there's not been a single update where there wasn't a smallish error like that yet, not even this update where all I did was add 2 mods to the list :( Also (ノಠ益ಠ)ノ彡 ɹǝzɐɥd
  7. (ノಠ益ಠ)ノ彡┻━┻
  8. Small update this time around. CWI has got it's update, so I changed the instructions for that one.Do note that you should not leave your stuff (or yourself) in the college of winterhold if updating.
  9. Potential solution: (Section 3) https://www.mediawiki.org/wiki/Extension:CSS#Problems_with_changing_the_color_or_background_of_a_specific_page
  10. Are you using an external css file for the style? I noticed that previewing a page doesn't take css into account... Also for some reason the first css selector was being ignored so I had to add a dummy style at the top of my css page... Pretty crazy behavior.
  11. Concerning Haafstad and Nyhus, I read this bit in the description that the author put in the description: - Terrible voiceacting and stupid jokes. And honestly, can't argue with that after running through both mods... The border to High Rock is kinda nice, but it's obviously a WIP, especially the second village where the interiors are all the same and the innkeeper is standing outside his inn. But the voice acting is all done by the same person (and I dare say with a cheap mic) The border to Morrowind/Cyrodiil looks more interesting, I'll have to test that one more (and have a look at the Morrowind part, I only crossed the Jerall mountains so far) EDIT: The Immersive College of Winterhold is getting an update with bug fixes, and hopefully an NPC changes-free version (which I suggested to the author so there'd be no more conflicts with the Requiem pack among others)
  12. They conflict because of the death items for trolls and mudcrabs. I think the author of Hunterborn posted a workaround for that, but without the death items from IA, you won't be able to craft some armors... Never seen these before, I'll take them for a test ride today, have you tried them in the past? Yeah I'm tracking that mod, but as you said, it's a wip. At this point it's more of an alpha than anything. The CWI patch isn't a REGS patch, however I've merged the 2 DLC patches for the college with the main file and it works for me, so you should be able to merge those 2 patches with the rest of the REGS patches. Yes, the NSutR-BDS patch overwrites the conflicts between both mods, therefore there's no need to reorder BDS. Better Dynamic Snow.esp Prometheus_No_snow_Under_the_roof.esp Prometheus_NSUTR BDS Patch.esp is the load order I use in my main profile.
  13. All regs patches (and etac replacer patches) can be merged together with the exception of the ELFX "fix".
  14. I have excellent news for you, there might be 4 more esp coming up tomorrow. And no merge either. You can always merge mods yourself though, it's easy with mator's script.
  15. Should be fine to let MAS overwrite those since they're just meshes, but I'll download SDO to see the difference tomorrow.
  16. New? 4 of these mods have been out for a year, this is just an update (that fixes all the known issues of DCO among other things)And CWO v2 was compatible with Alternate start mods
  17. There's no note about not cleaning if not stated, although I suppose I should specify that "ignore boss warnings" only refers to actual warning (i.e. only deleted navmeshes) Also, the reason why I didn't put cleaning instructions for BFT is because it's meant to be replaced when you use the BFT-MAS patch D: EDIT: Gotta hate when you hit tab and up posting before you're done typing... Concerning CWO and follower mods, I don't think they really belong in the pack. They don't have much to do with exploration, now do they? There's no reason why Immersive Survival would not be compatible with REGS either. As a matter of fact I used to use Hunterborn before Immersive Armors got updated to v7 and they became somewhat incompatible.
  18. Oooh sorry, I thought you were talking about the note at the top of the page. I'll fix that error now, the enhancer is fully compatible (but yeah ELE is better anyway )And yes, Amber Guard doesn't have a bsa :)
  19. https://www.nexusmods.com/skyrim/mods/52487/And it's finally out.For those of you who don't know what this mod is, it's basically a package that contains all the mods by Appolodown. Don't get scared by the insanity of the descriptions of the mods, they're actually awesome
  20. Sweet, now I can more easily link to this guide when people ask about mods that go well with Requiem on Reddit :D Boy am I glad I didn't buy one of those then. Wouldn't you qualify for a free upgrade at this rate? D:
  21. According to the enb site:
  22. Thank your for the kind words, it's always great to know that people are finding this pack useful, it's the main reason behind making it after all Yes, I did in fact try Syerscote, and while the quest was enjoyable, I'm afraid that it does not really belong in the pack, due to the terrain problems (loads of half buried objects, including the roads) and the textures that do not really fit in Skyrim imho.I am looking forward to the eventual release of Rochebere however (although sometimes I wonder if it's still being worked on...) This was also considered for inclusion in the guide, but the fact that it changes so many areas is a problem compatibility-wise (it actually has quite a few conflicting navmeshes with REGS - Cities, ETaC - Complete, and Oblivion Gates). Honestly, it seems too much of a hassle to get it to work, and would be easier to rebuild from the ground up. D: You don't actually visit the realm of Hircine in Dawnguard (unless I missed half of the DLC), and while yes, you do go to Apocrypha in DB, I like to just think that Herma Mora's realm is big and could have different looking places, just like Sheogorath's realm in Oblivion. :) As for the map markers, I'm not even sure there are that many that show up by default. I do all my testing with tmm 1, so I never really looked at the map at the start... D: Actually, it's just that REGS - Cities is now available as one of the very first downloads, it's not a patch therefore it made no sense for it to be in the patches section. Thank you Kelmych :D I had to go afk while writing the reply so I missed your post there.
  23. Version 3 of EO is compatible with DSR, but the 4.25 alpha (which is quite buggy) isn't.
  24. No problemo. BTW, the author of Moon and Star just released a compatibility patch for Undeath. I won't be including Undeath in the pack for the reasons I stated before (too many gameplay changes) but for those interested in trying the mod nonetheless, it is compatible with the rest of REGS. Just a PSA there :)
  25. Hmmm, I might use this to disable the generic exploration sounds, but leave the music on and use Smarter Combat Music to handle that part instead.
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