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CJ2311

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Everything posted by CJ2311

  1. Really looking forward to this, I've tried both books mods, but I'm afraid I've been spoiled by your Book Covers mod :p Option 3 sounds best. It's not like you can't gain a skill point by spamming smithing/alchemy or other stuff, at least this makes perfect sense.
  2. I can download, but I can't check for updates :p There's a group of kids who just figured out how to use a botnet these last days, and are constantly ddosing EA and League servers among others, maybe they're trying their new toys a on new target...
  3. Follow the BOSS order, if there's no BOSS order, then follow the instructions that the mod author gave.
  4. Even if I did one, the author of that mod wrote the following : "Usage Rights/Permissions: Do not upload this mod to another site.".Besides it's somewhat pointless since ETaC already adds most of the chimneys that are in the regular mod. BTW, is this being considered as a replacement for the chimney mod currently in STEP? The fact that it covers more areas (Like the mills and similar isolated houses) and is actually on the nexus plays in its favor :p
  5. Well actually, that prevents people from mistakingly installing 2 versions of the same mod at the same time, which causes problems in some cases :p
  6. It assures compatibility between all the pack's mods, without it, you risk NPCs not knowing where they should walk, and followers being unable to follow you inside new buildings/sewers.
  7. Some of them have patches (like ETaC and the College) and others will work off the bat (REGS, Dawn of, etc...) I've never bothered to check how ELFX works though, so I don't know what the interiors will look like. If I had to guess, I'd say they'll use vanilla lighting but darker if ELFX changes the vanilla imagespaces.
  8. A bit overkill to install so many packs at once, if you ask me :p But yeah, as you said, there is basically no reason for these to be incompatible. Glad you got it working.
  9. I should hire you to put my thoughts in words :P
  10. Stop getting hammered and do some bug testing! :D
  11. As I said, I'm not sure there is actually a deleted navmesh in Oakwood, I just remember a couple of 13oranges had some :pAnd yes, it can be fixed with Tes5Edit, it's just a question of changing the formID.
  12. Good thing I still have the 250 binaries then. And honestly, I can understand Boris' reaction, I can't imagine it's a sinecure to deal with a lot of people complaining that their favourite sex mod doesn't work with ENBoost or whatever :p
  13. I'm pretty sure requiem also moves the walls around :p (speaking of which, Mfg Console can give you the formIDs and whatever esps affect the walls and floors in interior) As I said, you'll just have to drop the enhanced version. It's not like it's of any use to you anyway, seeing as how Requiem already provides the same features. :)
  14. I'd like to point out that Boss 3 works normally for me, the errors you're having could be caused by the use of an older beta version, I've had the same with beta 4. BOSS 3 won't sort plugins the same way as BOSS 2 which will cause the "potential mod order problem" warning, but I've rarely seen that warning work correctly, to be honest.
  15. Errr, that's my occasional blindness moment setting in, I read the sentence as "Does this apply any model or texture to NPCs"... Well yeah, this does handle everything you can see on your screen, even the pinnacle of stupidity that is the Solitude ground. (Yes, the ground in solitude is actually composed of very large 3D models that you can disable, not actual terraformed ground, discovered that when trying to move things around a bit in there...)
  16. No, it doesn't apply textures, afaik it just forces the game to load expressions, in a similar manner to what happens when you engage in combat and all NPCs involved in the fight will have the angry expression. I've never used FormID Finder, but from what I can see (just skimming over its description) it does the same as this mod, the only thing that's not in MFG console is that replacement for missing meshes/textures.
  17. Yeah, those are the ones indeed.
  18. Yeah, you can grab the latest version, NPCs will act a bit stupid when trying to get into nazeem's manor however, since I've not gotten around to moving the navmesh around to reflect the new door's position. Nothing game breaking afaik.
  19. Kind of... It's harder to do with the version of T5E that's on the nexus at the moment. Open the "armor addon" GRUP of a mod, and look at the Flags of the BODT or BOD2 entry, it will display which slot that armor uses, but as I said, the current version of Tes5Edit will display values such as BodyAddon13 instead of the actual slots. Still, if 2 armors use the same BodyAddon, it means they'll unequip one another.
  20. Mfg Console I was actually very surprised not to find a thread for this mod. It basically is an extension for the game's console, that enables you among other things to see which plugin adds the selected item, and which plugin last edits it, as well as you give you its baseID. It also enables you to get detailed informations on any NPC you select, and make them change expressions. Or get the leveled list that affects a selected merchant/container's items. And it actually makes you able to see whether you've selected the correct thing when trying to disable it, since it displays the name of whatever you clicked on. (Plus it puts the formID on the side, so you can see it on the steam overlay .-. Very useful tool imo, even if you're not a modder.
  21. Thanks! I patched a few conflicts into my merged patch anyway (including merging the Realistic Room Rental Patch). I guess I'll have to learn to like Whiterun outskirts market. As for Oakwood versus Aurora Village' date=' I favour Oakwood for silly reasons really. It's a bit smaller and more unique architecture wise, and I like the name better.[/quote'] Well, concerning the market, we do feel it's a bit overkill as well, so it's going to be revamped in a future update, with some of the stalls removed, and the inn replaced by a smaller and more fitting tavern. BTW, if you use oakwood, I think it has a deleted navmesh that needs fixing. The 1.26 update is just an esp' date=' and since you have to disable the esp anyway, it's pointless to grab it :p Doesn't requiem add stuff to the inns? Anyway, here are 3 screenshots of the central room and 2 of the side ones, and as you can see, there are no issues (unless I'm very much blind or completely missing the point :P ) You could use MFG Console to determine which mod adds the items or moves the walls in that inn. If it's indeed Requiem or an important mod, I'd recommend switching to the basic RRR version, and using ETaC's inns instead.
  22. Yeah, Left Handed Rings uses the slot 60, which is used by DSR by default.You can fix it by changing that slot to 57 (for example) in the DSR patcher options.
  23. Consider this: EO is so buggy atm that the author put back the old version as the main download, and marked the new one as an alpha version. It also doesn't work with controllers. Also it is incompatible with 2 elements of Wet and Cold - Ashes, which is in STEP. And Left Handed Rings isn't outdated, it's still the only mod that'll actually display the rings on the left hand in both 1st and 3rd person, unlike the SKSE plugin for multiple rings or the two rings mod.
  24. AMB = AMidianBorn, so basically move the items whose name start with AMB from the aMidianborn_ContentAddon.esp
  25. Alright Zed, could you please post a screenshot of what you're referring to? I just entered the Bee and Barb and none of the rooms seemed off to me (also, with RRR Enhanced, the innkeeper will assign you a different room sometimes, so I don't know which one of the 3 you're referring to)
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