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CJ2311

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Everything posted by CJ2311

  1. Well TAVE doesn't move buildings around afaik, only adds new ones. So I guess it makes it compatible but lacking chimneys too :)
  2. Expanded Towns and Cities, Towns and Villages Enhanced, and Immersive Settlements come to mind as conflicting mods, but other than that I don't see it conflicting with anything.
  3. Well there was a stupid guide about the old "save cleaner" (the one that grilled tons of saves) and it still got to hot files in one day, despite it being full of the worse INI tweaks/game-breaking advices, so yeah... Probably smarter to wait for the potential placebo effect to wear out.
  4. I use snaplinks and it works on other IPB forums. Idk what it is with this forum in particular that is blocking embedded images from working correctly...
  5. It is much harder to start with a small thing then expand though. The way that the landscape tools in the CK work, it's easier to just level the whole area then work on it again, rather than try to raise the ground with increments that are way too big. (We're talking worse controls than Simcity 4 terrain here, for example the flatten terrain option with a brush size of 1 will level the terrain under breezehome if you use it at the entrance of the whiterun)
  6. (╯°□°)╯︵ REGS Seriously though, mod looks promising, but it has a bit too many bugs like floating/clipping stuff, unleveled terrain and lighting issues. Ganda actually made a flickr gallery with screenshots of said issues. Also the fact that it has 2 beacons of the daedric lord meridia at the entrance when the Dawnguard is basically affiliated to the Vigilants... Not too sure about that.
  7. Ah yes, thanks. I forgot to update the userlist.txt. I've removed it for now.
  8. I always thought the IA issue was due to the mod trying to update Ulfric's outfit while he's on a cart TBH.
  9. Version 3.2 Guide Updates: Changed the layout of the entire guide again. This time it's based on the SR:LE layout.Added Windhelm Lighthouse to the guide.Changed the BUM updating rule for REGS Patch - 3DNPC.esp.Removed the BUM override rule for 3DNPC.esp.REGS - Cities Updates: Merged Windhelm Lighthouse by MannyGT into the main REGS - Cities.esp file.Updated REGS - Better Docks, please download it again from the Better Docks nexus page.Added some horses to the Whiterun Stables.Added a smelter to Solitude.Fixed a problem where some dock workers in Windhelm would fall in the water.Fixed the packages of the Librarian in Solitude and made her sell books.Fixed the packages of Old Herta in the Solitude docks inn and gave her a merchant chest so she could sell food.Fixed some lighting issues.Fixed a compatibility issue in Solitude with 3DNPC.Removed the Jeweller at the entrance of Whiterun because he was messing up a lot of civil war stuff with his stand anyway.Removed a stray horse in Whiterun.REGS - Patches Updates: Removed the RWT Patch (no longer needed with the Better Docks update).Updated the 3DNPC Patch. The custom sorting rule for Interesting NPCs isn't needed any longer.ETaC Replacer Updates: Removed the allegiance to the stormcloaks of two civilians in Ivarstead and a huntress in Riverwood, to stop them from randomly attacking the player due to a bug.Fixed the Thaumaturgist Hut's door in Morthal (for good this time, I swear).Removed some clipping benches.Updated Morthal's navmesh.Updated the ORS-Morthal patch.Something else that I forgot.
  10. Well actually, min.us is banned from many subreddits on reddit, because it's full of ads and keeps redirecting you to their crapware page, especially when on mobile: it won't let you see images without their app...
  11. Well, the problem is, as said 2 days ago, there's a patch coming for ETaC soon (hopefully today), so the removing ivarstead part would have to be done again if updating :o
  12. You might actually end up with a couple of floating doors, or harmless invisible markers (the worse that could happen would be an NPC leaning against an invisible wall (very unlikely though) No, that part was removed since the very first release of REGS.Well, except for that one floating door that stayed there for a couple of versions...
  13. Better Docks - REGS has been updated, those of you not watching the file might have missed that since the version number is the same, so go grab the update (either fomod or optional file will work)
  14. I didn't download the mod yet, but I wouldn't recommend doing it that way, in case there's some stuff left from the cyrodiil border in Worldspace 0000003C 00000D74 Persistent . And the issue with items in that group is that you can't easily identify where they come from and it contains all the used markers/items and hand placed quest items.
  15. The author is active and planning to post an update soon, but his permission page states that no modification to his files are allowed. Speaking of update, I got a few fixes that I'm gonna be releasing soon, just have to test that everything is working and send an update to Zebra0 for Better Docks.
  16. I don't understand what you're referring to. D:But if as you say it is caused by the mod itself, then there's nothing I can do to fix since I don't have permissions to patch CWI.
  17. You might want to hold off on a new playthrough, Danimal. CWO and all of Appolodown's mods are getting updated in less than a week. (And you won't be able to update CWO from v2 to v3 mid playthrough) EDIT: Ninjas.
  18. I thought it was only for High Hrothgar though? :o
  19. Apparently I can't add a poll to the OP, so I'm gonna ask here instead: Does anyone actually use Apple Garden or Daggercross Alley?
  20. Okay, now I can reply properly: - Windhelm Lighthouse: We've already considered adding it to the pack, but I'll most likely need to ask MannyGT for permission to patch it/merge since there's a risk of conflict between it and the main REGS - Cities module.- Oblivion Gates is part of STEP, that's why it's not included in the pack. - Undeath makes way too many gameplay changes, I tried to get it to work with a basic STEP:Extended setup with some gameplay mods like SIC and Enchanting Awakened, but the amount of conflicts was too high so I ended up removing it. - I'll have a look at the innkeeper's packages.- That horse has driven me crazy, I could not find it inside the CK and ended up thinking he was added by another mod. It's already been removed in the next update's files. - I'll relocate that stall somewhere else. - Good point about the horses, will add some there, although I won't make them purchasable so it won't mess with the stable owner's dialog. - Will investigate the benches, it's probably due to the new 3DNPC blacksmith though.- Nicely spotted, there were indeed 2 small occlusion planes I missed among the rocks there. - Damn these doors to Oblivion. - Smelter is a design choice: It doesn't fit nicely in the area. Even Interesting NPCs doesn't add a smelter, and the one added by ETaC was next to the Jarl's longhouse. - Will fix her vendor list.- Thanks, I'll add that to the 3DNPC patch. - Yeah it's supposed to open... Will check the owner packages, maybe they're making him close the shop all the time for some reason. - As I said before: Solitude is difficult to mod because of the way it was designed (i.e.: poorly) - I'll see about adding a smelter to the blacksmith's shop. - I removed that building because I simply couldn't get it to become a stormcloak smithy if they won the civil war. Also it was nuking the game's performance for some odd reason... - The bench has been fixed, I'll remove the Ash Yams in front of the entrance of Pit Fighters in the next update.
  21. Yes, the 2nd part of FaTT is called Cyrodiil Frontier after all.
  22. I'd be curious to see what bits these are... I mean, as I said, only the Interesting NPCs patch has it as a master, unless I missed something...
  23. Errr... Also, there's no need to install REGS - Cities.esp, except for the Interesting NPCs patch which depends on it. (The Cutting Room Floor patch is not necessary if not using REGS - Cities.esp) It is perfectly safe to use the full version of ETaC. Just make sure not to use any of the files I provide in the REGS - ETaC Replacer download.
  24. I spy with my little eye, 2 people who got ninja'd.
  25. That's a long post D: Thanks for the feedback. I don't have time to reply to every single issue at the moment (it's 1 in the morning here atm) but here's a couple points I'm gonna address for now, rest will come tomorrow - First of all, what version of the guide are you using? Because a couple of issues like the bench in dawn of windhelm have been fixed in the latest release, as well as the morthal doors (unless I messed up again with that one) - "I hope you will perhaps add in the future an overhaul-mod for Solitude." Sadly, Solitude is the single most worst designed city I ever saw in a video game, it's literally composed of bits of floating meshes glued together, not actual modifiable terrain, so placing buildings/moving them is near impossible. - I actually made an RND patch but never bothered to include it in the installer... Here you go: https://www.dropbox.com/s/gcgpqdb69uaclu0/REGS%20Patch%20-%20RND.esp - Falkreath changes to the hall of dead were due to the incompatibility with BYOD. I might add some stuff to the city in a future update, maybe include some of the original ETaC changes to the city as well. But it's not on my priority list atm :|
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