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CJ2311

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Everything posted by CJ2311

  1. STEP does include The 418th Step which is also an esp + script mod for something minor
  2. I see, thanks for the clarification.
  3. Only the OP can do that. I added the "testing" tag but it's not getting a colored prefix.
  4. You can go with option 2, just make sure you saved away from the places that REGS - Cities affects.
  5. You can safely uninstall the REGS - Cities from the older version. REGS - Cities used to include a modified version of Nernie's cities, Skyrim sewers, Windhelm Lighthouse, and some small changes to the solitude docks area.
  6. You should tag this thread as testing so that it is considered for inclusion in STEP. Anyway, I'd vote for this mod to be in STEP.
  7. The only possibly conflicting mod would be Skyrim Sewers, but that one has been removed from REGS. I'll still have to test this mod before adding it to the guide though. Hopefully I'll be able to soon.
  8. That patch is outdated, I know it for a fact since it was me who made it :P
  9. It's incompatible with the latest (complete) versions of Expanded Towns and Cities as well as Cutting Room Floor.
  10. You can remove those 2 mods without any issue.
  11. So just the Windhelm dock then? I'd say you have to uninstall Realistic Boat Bobbing and Better Docks.
  12. If you are willing to put up with the horror that is a page without CSS, you can view the guide on a web archive such as this one.
  13. A good website to use in these cases is IsUp.me. Anyway, the wiki seems to be down at the moment, I'm afraid you'll have to wait until the admins fix that.
  14. Whoops, forgot to change the version number on that one. :P Either version works fine with REGS.
  15. Eh? How can a mod not work with WB?
  16. I don't have a REGS setup ready right now to test, but from the videos I'd say that the dragonborn gallery would be compatible with REGS, albeit there could be some clipping trees where the entrance is.
  17. 1/ The modified version of Nernie's cities currently in use does not alter the interior of Solitude any longer, so it's compatible with any mods that do. 2/ The other modules by JK are incompatible with ETaC. 3/ Never heard of that mod. Do you have a link to it?
  18. That's probably because of the Ore guardian spawns option in SIC, whenever you mine an ore vein there's a 5% chance for a golem to spawn and attack you.
  19. Install them after STEP in the list, however don't forget to move SkyMills after Falskaar and Wyrmstooth.
  20. Yes, that method works just fine.
  21. It should be straight forward and easy as long as you install the appropriate patches (such as the ELFX patch for instance)
  22. All the mods in the guide are independent from other mods, so you can perfectly use all of the guide minus ETaC. @Everyone: Sorry I've not been posting much lately, real life is being a PITA.
  23. I just updated the version numbers for ETaC 13.4.1, Wyrmstooth, and JK's Markarth. Sorry about the delay but my tracked files seem to not want to work anymore.
  24. I checked with Jenna and the answer is that CWO is indeed compatible with ETaC since she moved the Civil War markers, and I did the same for the REGS version of Nernie's cities, so everything should play just fine no matter the load order. The only problem I know of is a potential floating barrel in Winterhold if you put ETaC before CWO.
  25. Since the guide is using the Complete without inns version of ETaC, you should always pick the Complete without inns option for the patches as well.
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